FS22 AutoDrive Guide and Tutorial

Farming Simulator 22 general playing etc discussion

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Snake Man
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FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Here is my FS22 AutoDrive Guide and Tutorial root page, there are several sub pages for doing specific things with FS22 AutoDrive and FS22 Courseplay.

2024-03-03T21:11:00Z this is still work in progress, I have so many local notes here to go through, screenshots to browse and even some FS22 in-game checking to do before getting these FS22 AutoDrive tutorial pages finished. However I had to start putting these pages out because they have been just sitting on my local notes for months without an end in sight, had to get it done. Plan is to add plenty of screenshots with more text data into these pages.

If there are any errors, issues etc on these tutorials please reply here for some feedback and I'll try to get it fixed.

Feel free to post FS22 AutoDrive tips and tricks in this topic, would be great to have them added into the guides.


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Snake Man
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Updated a few Farming Simulator 22 (FS22) AutoDrive Guide pages with screenshots and small text tweaks where necessary.

1) FS22 AutoDrive Combine Harvester Unloading

2) FS22 AutoDrive Grain Trailer Advanced

3) FS22 AutoDrive Recording Network Waypoint Routes

4) FS22 AutoDrive Refill Vehicle

Should look a bit better now although those images are not strictly related to the specific text, just grabbed bunch of related screenshots from my server archives which illustrate the topic in question generally speaking.

Let me know if there is anything I can improve with screenshots, I do plan on adding more specifically edited for those tutorial pages.
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Kinze 1051 grain cart auger pipe is not reaching as far as Elmers Haulmaster 2000. This means that if you autodrive recorded waypoints using Elmers Haulmaster, you cannot then use Kinze 1051 on the grain cart "unload combine" mode, it cannot reach grain trailer from the grain cart unloading target waypoint.

No real solution to this as its either using Elmers Haulmaster or Demco 2200 Dual Auger grain carts on all unloading tractors, or try to record a new route which would fit both but that is kind of hmm well dunno, if you can record a target point that fits all grain cart sizes (auger pipe lengths) then great, problem solved.
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Soaring Eagle SA30 Drive Over Conveyor TL 12-39 download Giants modhub.

This mod slides on the ground over time, when you position it perfectly to work with autodrive unloading target point. Once that happens, well its not positioned correctly anymore and semi-trucks just stop as something is on their way or that they cant find the unloading trigger (I think its more like they detect some geometry block on their path). In my first try the ground was not completely flat but sloped just slightly, perhaps this sa30 is developed and tested only on perfectly flat ground, would explain the sliding.

Then other issue is that... in order to operate this conveyor belt its engine has to be turned on, well fine but once you get out of the vehicle because obviously you cant sit there all your gaming hours, it then shuts itself off after a time. I have now multiple times seen my semi-truck grain trailer autodrive loop getting stuck because the next/first semi-truck is just standing still waiting few meters away from the soaring eagle sa30 drive over conveyor tl 12-39. Am I really supposed to go restart this thing every half an hour or so, I mean that must be a joke right?

This makes me really sad, looks like the authentic american farming auger pipe operated grain bin usage is not for autodrive players, there is no functional way it seems to unload from autodrive controlled semi-truck into these realistic american grain bins which require top filling using auger :(

Guess I'm going back to the good old drive-thru grain bin placeables setup, they are proven to be working for years.

If someone knows how to use Soaring Eagle SA30 Drive Over Conveyor TL 12-39 mod properly for 100% automated hands-free operations, please let me know.

However I'll continue trying to use Soaring Eagle SA30 Drive Over Conveyor TL 12-39 mod, especially trying it on more flat ground, but even if that issue would be fixed, that engine auto shut off is a show stopper for me, I cant use something that eventually "fades off" when you're not looking.

If this mod is not fundamentally working (sliding plus that engine auto shut off), that means I'll probably move away from the meridian flat bottom bin's in PMC terrain design because why use some obscure placeables which are impossible to use with courseplay and autodrive. I mean sure it would only cater to authentic realism fans, but unfortunately in my opinion there are far more autodrive users than some american realism purists. And its not like you could not sell all farm yard placeables and (re)build it as you please anyways, so yeah.

I truly hope I'm wrong about this mod and I manage to get it working somehow, also I recall there being some engine auto shut off disabling mod out there, that might fix the engine issue.
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Yesterday played pretty much 17hrs with Soaring Eagle SA30 Drive Over Conveyor TL 12-39, pushing a lot of volume with corn and soybeans through it and I can confirm that sa30 slips on the ground and engine shuts off after a while.

I managed to ghetto redneck fix it by parking a tractor next to it, so when it slips it hits the tractors tire and stops. Yes, this works, but its so lame, I don't want to use this kind of mods that require so goofy in-game fixes that should be bug fixes.

That engine shut off, I believe its FS22 feature, that once you leave a vehicle, go far enough for certain period of time the engine will shut itself off. I'm not sure how that works because my semi-trucks often time remain running through hours long harvest of certain area, same for unused idling grain cart tractors, but maybe they are too close to my player character I have no idea.

Anyways the ending result is a mod that I simply don't want to use, this equipment perhaps works wonderfully in real life but obviously the FS22 mod itself is bugged with the geometry sliding on the ground, not sure if its considered a mod bug as base game engine feature prevents enjoyable and intended game-play (auto engine shut off).

I am not sure if I go through with my initial thought from yesterday about removing PMC terrains meridian flat bottom bin 3608 and 3609 grain bin's, in the eyes of american farming purist they love those bins, in the eyes who actually play large scale farming in farming simulator games, they hate those as you cannot dump using autodrive. So yeah, dunno. Maybe I'll leave whats in there for cosmetic reasons, but any future terrains, if there are any, or edits to these existing ones will focus on drive-thru old school farmsim grain bin technology placeables.

All in all I'm very sad, I was so looking forward to using that Soaring Eagle SA30 Drive Over Conveyor TL 12-39 mod, but yeah its not working properly.
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Snake Man
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Just discovered an odd thing. I have been playing yesterday and so far today harvesting sugar beets and now by vehicleExplorer accidental click I ended up in some vehicle on my farm yard, but then I heard... engine sound, huh wha? :?

Yeah upon closer inspection of the nearby farm yard area I found two Anderson IFX720 Xtractors with their engines running, for like two in-game days straight, all alone in the farm yard.

Why is the same kind of mod XML config is not being used for the soaring eagle SA30 grain conveyor mod vehicle as in these andersons which seem to have no problem running for DAYS? Yeah, begs a question indeed :o
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Re: FS22 AutoDrive Guide and Tutorial

Post by Snake Man »

Farming Simulator 22 (FS22) AutoDrive grain cart combine harvester unloading mode does NOT need waypoints IN the field you are harvesting, you just need to have the combine harvester and grain cart in the same field, unloading waypoint/target-point can be outside the field cultivator_density and field definition area, in fact I believe only cultivator_density marks the field area for FS22 Courseplay and FS22 AutoDrive.

Just a random info snippet I learned while playing on my "DevSurf v0.2.5" titled savegame.

BTW I'm still looking for more optimized grain cart waypoint and target point setup for unloading combines, mine works fine, but I feel somewhat troubled because my way needs "elaborate" waypoint and target point setup for every field... now "every" is hand wavey term here as I just posted above, grain cart doesn't need to be in the same field as waypoint/target-point are like grain cart waiting point, only thing matters is that combine harvester is on the same cultivator_density area aka field. This means you can have side by side fields handled with one waypoint/target-point setup.

Actually technically speaking, if grain cart tractor doesn't have to be in the same cultivator_density as waypoint/target-point, then guess you could run a combine unloading from very far away, not that it would make any sense to do that, but technically it should work. Like side by side fields is normal, but even if the field is two or more fields away it should work, I have not tried it yet but in theory, technically, it should work. Obviously the further out you go the less efficient such unloading target point setup becomes.

2025-10-21T01:12:49Z Just got official FS22 v1.14 in-game confirmation: FS22 AutoDrive target point for grain cart WAITING does NOT need to be in the same field (cultivator_density) as the combine harvester. This means you can harvest two side by side fields with one waypoint/target-point setup, excellent :)

2025-10-21T01:23:58Z Furthermore, actually hmm, I don't think the cultivator_density is in the play at all, its just the driving path-finding to the unloading and waiting target points that matter. You can have grain cart waiting point in lets call it Field A and combine harvester is working on Field B, the tractor will find its way from waiting point to the Field B and ultimately to the combine harvester just fine. So my initial paragraph is a bit off, I am now thinking cultivator_density has no say in this matter. In theory, guess the distance between combine harvester and grain cart waiting/unloading point is completely irrelevant, FS22 AutoDrive will path-find a way from one to the another. Hmm.

PMCTODO grain cart combine unloading doesn't need tractor to be in the same field as waypoint/target-point for unloading, this info should be added to FS22 AutoDrive Guide HTML page.
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