You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
First to start off, I just want to point out I normally slow down well before a turn whether using unrealistic speed or not. Bear with me.
Attached is an image of a sugar beet harvester going close to 50mph (80kmph) and trying to complete a right turn using courseplay which is achieved via VCA's fieldwork speed setting. Notice here the sharp left turn using a 3mph turn speed setting there.
This behavior can also be observed when making a lane change with win-alt-d or a. On realistic speeds for fieldwork or even using adjustable work speed mod the tools will generally sway pretty rapidly. If we push this to unrealistic speeds of 30-40mph the sway will be so much that the vehicle will never reorient and start making erratic sine curves as pretty much expected. [I like how courseplay will say 'vehicle has left course' if it deviates too far off. So if the sine here is occurring then a tolerance of about 10 degrees causes the lane guidance to stop potentially with hilarious results).
Naturally, I do not expect a 90 or 180deg turn to be on a dime. One solution I think would be to implement a turn speed on lane change perhaps even coupled with a time before action modifier. If i'm going 50mph and I need to come to a relatively complete stop then (5/2)*50 is 125feet for braking, then increase to 3mph to complete the turn, remove the speed limit and it zooms off.
Does this make sense?
The text was updated successfully, but these errors were encountered:
Hello,
First to start off, I just want to point out I normally slow down well before a turn whether using unrealistic speed or not. Bear with me.
Attached is an image of a sugar beet harvester going close to 50mph (80kmph) and trying to complete a right turn using courseplay which is achieved via VCA's fieldwork speed setting. Notice here the sharp left turn using a 3mph turn speed setting there.
This behavior can also be observed when making a lane change with win-alt-d or a. On realistic speeds for fieldwork or even using adjustable work speed mod the tools will generally sway pretty rapidly. If we push this to unrealistic speeds of 30-40mph the sway will be so much that the vehicle will never reorient and start making erratic sine curves as pretty much expected. [I like how courseplay will say 'vehicle has left course' if it deviates too far off. So if the sine here is occurring then a tolerance of about 10 degrees causes the lane guidance to stop potentially with hilarious results).
Naturally, I do not expect a 90 or 180deg turn to be on a dime. One solution I think would be to implement a turn speed on lane change perhaps even coupled with a time before action modifier. If i'm going 50mph and I need to come to a relatively complete stop then (5/2)*50 is 125feet for braking, then increase to 3mph to complete the turn, remove the speed limit and it zooms off.
Does this make sense?
The text was updated successfully, but these errors were encountered: