Combine Fieldwork in RL vs CP #590
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Some pictures for the headlands:
This video shows the relevant situations from the air. At 3:00 the combine creates its pocket for unloading, at 9:00 it reaches the end of the first headland, performs a U turn, and continues the remaining headland lanes clockwise. And some pictures for the fieldrows:
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Basically I would always use sharp corners, that's the only way to work a field completely - be it real life or with CP. My personal approach is that one: for cultivating, seeding, fertilizing etc on mission fields I use smooth corners. Doesn't look too nice, but saves time and once the mission is completed, the whole field automatically gets converted to 100% worked by the Giants engine. For harvesting I normally use sharp corners, and also for nearly every other field work on my own fields (I don't use plows at all). Round corners instead are my choice for fields owned by me, when I think sharp is too time consuming or when I experienced still left out spots even with sharp. But I then use round for the whole cycle, starting especially with the seeding. That way, I will waste a bit of the field area which will not be sown, but I always get perfect work results and don't have issues with missed spots between the lanes. |
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Actually, there's no turn radius applied, just a generic smoothing algorithm. |
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With the following lines, I'll try to explain how combines are working the fields in RL. At least that's what is practiced in eastern Germany. But doesn't seem like the approach is differing significantly in other parts of the world. But feel free to add your knowledge, thoughts or differing observations. Maybe some of the points not covered by CP yet might find the way into the mod anytime in the future.
I'll also add another comment with some pictures, as visualizing often helps to understand better ;)
Headlands
In general headlands are created around the whole field, but not always. Especially if the field/rows are worked in normal up/down mode it can happen that at least one long edge is left out.
Number of headland lanes depends on working width and turning radius and of course the shape of the field. Three lanes is a good number in practice. Sometimes 4 might be needed, while with 12-15m headers even two lanes can be enough.
In most cases the first headland pass is worked counterclockwise - with the pipe over the fruit. The bottleneck ist the first combine anyway and this one cannot unload on the move on the first headland. But there are several other points to think of, most of which in favour of working counterclockwise: i.e. the first lane is the most critical one with obstacles at the edge or even illegal garbage, and you don't want to risk your header drive (situated on the left side of the header) to be damaged there. And as you have all monitors, switches and monitors in the right part of the cockpit, it's easier to also have the field edge to the right, so everything needed is in your view without having to turn the head. Older combines built before the 90s also had fixed pipes which would get stuck on every obstacle if driving clockwise.
If you have a convoy, the other combines would just follow in the same direction.
After first headland pass is finished, and additional headland lanes are required, the combine(s) will turn 180 degrees and work the rest of the headland clockwise. The reasons for working counterclockwise on the first lane are much less important there, but it's now possible to unload on the move.
CP is not able to work first and following headland in different direction, but you can still generate a course with headland passes counterclockwise and still have the fieldrows worked in correct direction. When you have a convoy of three or more combines, one headland pass is enough anyway. In FS 19 you just had to take care about the correct lane offset (which would vary between counterclock-headland and spirals/lands-mode field rows). Even in counterclock headlands CP combines make room for unloading without the unloader having to drive into the crop. Just the pocket in the first counterclock lane is not created yet (opposed to clockwise headlands where CP combines indeed create a pocket) if I remember correctly.
Field rows
The pattern for the field rows depends on several factors. In general three patterns are common:
For up/down and sometimes spirals it's not always necessary to have exactly straight rows. The drivers would follow the contours of the long field edges instead.
For starting new lands the fertilizer's tramlines are used as orientation. Or you have GPS which will always guide you into the exact position.
In any case combine drivers try to use any of their headland lanes during turning, as soil compaction is a big issue especially with modern big machinery. CP Pathfinder already has this feature as well (just limited to use only the outernmost headland lane only).
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