Replies: 5 comments 8 replies
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That is when our pathfinder is running and right now we don't have a way reduce this. (Limited by the Engine). We hope that for the next FS, it will perform better, also we try to have more options to make it perform better. |
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What amount are we talking about here? How many combi/overloaders? Turning off fruit avoidance will definitely help, it is just not very realistic. |
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I usually play on larger maps with 3-4 large combines and 6 to 8 pieces of equipment on combi/overloader. |
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I turned off fruit avoidance and things seem to be running noticeably better although still jumpy (it's finding the route faster atleast). My issue now though is that the overloader/combi always seems to be stopped in the way of the second combine coming up the course, or if the trailer is full it will just go ahead and try to take a right turn into the combine (if the truck/dump point is to the right of the equipment) and I end up with a collision. That happens quite a bit more often with the fruit avoidance off. |
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What helped me was leaving a combine with an auger wagon and two haul trucks in each field. The calculation for new routes is less insane than using three combines and two auger wagons in each field. Certainly for the next generation of FS this will be solved with the best use of the hardware. |
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log.txt
I'm a first timer here and have done some googling on this subject but haven't come across any concrete fixes.
I harvest with courseplay running my combines and augerwagons or trailers (in either overloader or combi mode). While courseplay is determining the route to the combine or from combine to the first waypoint of the unload course I go from ~45fps (doesn't seem to matter graphics settings) to sub 10fps, and sometimes this can take a little while(5 to 30 seconds). The issue gets worse as the amount of equipment on those modes increase and it can get to the point of just never running faster then 10fps. Anyone have any ideas on how to alleviate this? Its kind of a game breaking deal for me.
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