Manual valid for v5.01


This manual aims to describe the Courseplay hud, the changeable settings, and the different drive modes. Most likely, there will be one or the other thing missing.

If you find a topic not dealt with in this manual, please let us know.

Controls

In general, controlling Courseplay works with the mouse, due to free keys in Farming Simulator being rather rare. By using the right mouse button the Courseplay hud, where you can configure the drivers, is activated. In addition, a couple of functions like starting and stopping the driving are available for the keyboard, by using the keys CTRL+KP 7 through CTRL+KP 9. In the hud you can switch the opening/closing the hud to using the keyboard (default: CTRL+DELETE).

Both the keyboard and the mouse buttons can be configured in the game's options menu.

HUD

When opening the hud, the mouse controls are activated automatically. Meaning, you can not use the mouse to look around anymore. In order to deactivate the mouse controls, you need to click the right mouse button again. Alternatively you can click on the in the upper right corner of the hud. Doing so closes the hud and deactivates the mouse controls.

The hud is divided into multiple pages. You can navigate through those by clicking on the respective page icon at the very top. The pages' titles are displayed as a tooltip. Keep in mind the certain pages are deactivated while you're in a certain mode or vehicle.

In the center section on each page, a multitude of settings and options can be set and commands be given, simply by clicking on the chosen action or its corresponding buttons ///// with the left mouse button. Certain values and settings like scrolling through the course list, the settings of widths, speeds oder percentages etc. can be altered in bigger steps by pressing the CTRL key while clicking on the buttons. Some values and areas (like the course list) also accept the mouse wheel. This is indicated by a mouse wheel icon appearing next to the mouse cursor.

In the bottom part of the hud you'll find information about the driver, the loaded course and the current status.

HUD: Combine controls

This page is only accessable from combines, choppers, harvesters and tractors with attached combines or choppers.

  • Request driver / Driver requested

    Call a driver manually. If a driver has found the combine and is on his way, the name will be displayed.

  • Start/stop driver

    Manually start or stop the current driver. If stopped, the driver will wait until being called to start again.

  • Send driver home

    Manually send the current driver to follow his course. He will drive the course, unload/overload, and drive on to his first waypoint.

  • Driver side

    Only displayed for choppers

    By default, the drivers choose the fitting (non fruit) side to drive by and unload a chopper. With this option you can hard code a side of your choice where they should drive (e.g. when you're threshing a field manually in a spiral).

  • Driver priority

    Only displayed for combines and harvesters (not choppers)

    When multiple drivers should unload a combine or harvester, this option defines with which priority the drivers are called.

    • Fill level: The driver with the highest fill level will be called first, no matter the distance to the combine.
    • Distance: The driver closest to the combine will be called first.
  • Turning maneuver

    Only displayed for choppers, only when they're in manual mode (i.e. not in helper or field work mode)

    Manually tell the current driver that you're now starting your turning maneuver. The driver will drive out of your way and turn as well. Clicking it again tells the driver he can now return and continue unloading the chopper.

  • Stop during unloading

    Only displayed for combines and harvesters (not choppers) in "field work" mode

    When activated, the combine will stop during the unloading process until it's empty.

HUD: Driver controls

No course loaded

  • Start recording

    With this option, Courseplay's recording mode is activated. You can drive and record the course that the driver should use later. When recording is active, you can deactivate mouse controls by clicking the right mouse button, so you can look around while driving and recording.

    See: "Recording mode"

  • Calculate current field's edge path

    See also: field scanner

    While standing on a field, the field's edge/border path can be scanned. It is then displayed as blue lines and yellow dots (can be toggled with ).

    If you want to save the edge path, choose a new field number for it with /. If a field edge path with that number already exists, you can overwrite it, otherwise your can add the path to the list.

    Each manually scanned field is saved in the courseplayFields.xml file and loaded with the savegame.

Recording mode

During the recording of a course, each newly recorded waypoint will be displayed with an orange pyramid dummy. Multiple buttons are displayed that let you influence the waypoints' settings. The buttons' functions are displayed as a tooltip when hovering over them.

You should make sure to go more or less straight until reaching the third waypoint.

The recorded course is only temporary: the next time you start the savegame, it will be gone, unless you save it first. (See: Manage courses)

  • Stop recording

    When reaching the end point of your route, use "stop recording". It is advised to have the end point ca. 5 to 10 m before the start point, and for it to have about the same direction as the start point. Meaning: don't stop at a south direction while the course's start direction is north.

  • Pause/continue recording

    Pause the current recording. This option is only available after the third waypoint. A yellow arrow will be displayed, showing the direction to the last waypoint. Click the pause button again to continue. In addition, while paused you can delete the last waypoint (see "delete last waypoint").

  • Delete last waypoint

    This option is only available when the recording is paused. The current last waypoint is deleted. You can repeat this until only three waypoints are left.

  • Set waiting point

    While recording, you have the possibility to set waiting points on the course. At those points, the driver, while driving the course, will stop and wait until either you tell him to continue, or the configured waiting time has passed. When a driver reaches a waiting point, a message will be displayed (XYZ has reached waiting point.).

    In certain modes, waiting points have special meanings, other than waiting: in the fertilizer/seeding and field work modes, they indicate the start and end of the work area, and - if using a bale loader - the unloading point. In the shovel filling and unloading mode, they indicate the start and end of the loading area and the unloading point.

  • Set crossing point

    Crossing points are "signal" or "combination points" where two separate courses can be combined (see Manage courses). In both courses, two crossing points (one in each course) that are closer to each other than 50 metres are determined. The combined course will lead up until the first course's crossing point, and from there go the second course from its respective crossing point.

    Combination of two courses at their crossing points

    Note: A course's start and stop points are automatically set as crossing points. Hence, they don't have to be manually declared as those when recording.

  • Start/finish turn maneuver

    While it is generally advised to have field courses generated, they can also be recorded manually. Setting the turn maneuver later tells the driver to do a turn maneuver on his own at this point - meaning lifting and/or turning off the tool. Clicking once activates the turn maneuver (the button turns green), clicking it again ends it.

  • Reverse driving

    Courseplay supports reverse driving with trailers in many modes. Activating this option later tells the driver to drive this portion of the course in reverse. You should only activate and deactivate it once you're at a complete stop and not rolling anymore. When active during the recording, you must drive in reverse, otherwise there will be severe driving errors later. Clicking once activates the reverse mode (the button turns green), clicking it again ends it.

    See also: Reverse driving

Course loaded, not driving

  • Drive course

    When you have recorded or loaded a course, you can "hire" a driver to have him drive the course. From this moment on, you won't have any manual control over the tractor until you stop the driver.

  • Start course at…

    Available in all modes except "Fill and empty shovel"

    Some courses have relatively many waypoints in a small area, especially at the starting point (e.g. generated courses with headland). Here you can choose if the driver starts the course at the nearest waypoint (default setting), the current wapypoint or directly at the first waypoint.

  • Farm silo load

    Only available in grain transport mode

    With this option you can choose the silo fruit type to be filled into the trailer at the course's start point. Each tractor can have a different selected fill type, allowing for multiple different routes from that silo running at the same time. This setting is saved in the vehicles.xml file.

  • Switch mode

    In order to being able to do many different work types, there are different driving modes. Certain modes are only available for certain types of vehicles. For example, a tractor won't be allowed to drive in the combine self unloading mode. The current mode will be highlighted in green. The mode names are display as a tooltip when hovering over the buttons.

    The different modes are described in detail in the Driving modes section.

  • Clear course

    When a course has been recorded or loaded, you can delete the current course selection. The saved course will not be deleted from the save game, only the driver will clear his current course.

  • Search for first waypoint

    With this option activated, the direction and distance to the course's first waypoint (in relation to the tractor) are displayed. This can be useful if you don't remember where the course's start is.

Course loaded, driving

  • Stop driver

    Of course you can always stop the activated driver. Later, when reactivating the driver, it will continue from the next valid waypoint.

  • Drive now

    When you're driving a "filling" course, for example unloading a combine in combi mode, or collecting grass in field work mode, you can force the driver to drive the unloading portion of the route immediately.

  • Continue

    When a driver has reached a waiting point, you can manually tell him to continue.

  • Stop at last point or trigger

    When activated, the tractor will stop at the next valid unloading or fill trigger, or - if no triggers exist on that route - at the end of the route.

  • Ridge markers

    Available only in "fertilizing and seeding" mode

    When using a seeder with a generated course, choose whether the ridge markers should be deployed automatically or manually (i.e. you control them). This setting is saved in the vehicles.xml file.

  • Unloading on field

    Available only in "field work" mode, with an attached bale loader and with no unloading course existing after the field work course

    If activated, the bale loader will unload the bales automatically on the field when 100% full.

HUD: Manage courses

On this page you'll find an overview containing your saved courses and folders. The list can be scrolled through by using the up/down arrows / near the hud's right edge, or by using the mouse wheel.

The course management system basically works like a regular file system. You can create folders, move courses or other folders to it, and load and delete them. The courses and folders are saved in the courseplay.xml file.

Default change
8 lines (mouse wheel: 1 line)
CTRL change
16 lines (mouse wheel: 8 lines)

General actions

  • Clear course

    In order to record or load a completely new course, the current course must be cleared with this option. The course will not be deleted from the save game, only the driver will clear his current course.

  • Search for courses and folders

    This option lets you filter your course and folder list. A GUI will open where you can enter the name. When the filter is active, you can deactivate it by clicking .

  • Create new folder

    Creates a new folder on the base level. A GUI will open where you can enter the name.

  • Save course

    Saves the currently active course as a new course in the file system. A GUI will open where you can enter the name.

Course actions

  • Load/merge

    Loading the course. If there already is a course loaded, the clicked course will be merged into the already loaded one at the first common crossing point. In both courses, two crossing points (one in each course) that are closer to each other than 50 metres are determined. The combined course will lead up until the first course's crossing point, and from there go the second course from its respective crossing point.

    Combination of two courses at crossing points
  • Append

    If there already is a course loaded, the clicked course will be added at the end of the already loaded course. Otherwise it will be loaded as usual.

  • Delete

    The course will be deleted completely from Courseplay and the save game. It will not be available anymore, not even when loading the game again. A folder can only be deleted if it doesn't contain any more courses and/or folders.

  • Move to folder

    The course (or folder) will be moved to the then selected folder.

HUD: Combi mode settings

This page is displayed in all modes except "Transfer", "Field work" and "Fill and empty shovel".

Just like the name implies, these settings are for the combi and overload modes. You can configure your driver to be better suited to unload the combine. In addition there is one option for the "fertilizer/seeding" and "liquid manure transport" modes. The values can be changed by clicking the / buttons on the right hand side (bigger steps with pressed CTRL key) or the mouse wheel.

  • Side offset

    This value defines the horizontal offset between the driver and the combine/chopper when unloading. Technically, it's the distance between the combine's center and its pipe end. By default it's set to "auto" - the driver calculates the side distance automatically. The value can be changed and set to "manual" by clicking /. You can reset it to "automatic" by setting it to 0 (zero).

    Default change
    0.1 m
    CTRL change
    0.5 m
  • Pipe offset

    This value defines the vertical offset between the driver's trailer and the combine/chopper when unloading (ahead/behind). This is being used to have the trailer directly underneath the pipe. By default it's set to "auto". In contrast to the side offset or the turning circle, clicking / adds to/subtracts from the automatic value. Meaning: e.g. "1 m ahead", "2.5 m back", …. You can reset it to "automatic" by setting it to 0 (zero).

    Default change
    0.1 m
    CTRL change
    0.5 m
  • Turning circle

    This value defines the driving tractor's turning circle, which is especially used for turning maneuvers when unloading a combine or chopper. The value, like the side offset, is calculated automatically (based on wheel angle, wheel base, track width, number of trailers), as soon as a driver is hired. It can be changed and set to "manual" by clicking /. You can reset it to "automatic" by setting it to 0 (zero).

    Default change
    1 m
    CTRL change
    5 m
  • Start at %

    This value defines the combine's fill level percentage that tells the driver to drive to and unload it. When unloading choppers, this value defines when the second unloading driver should join the unloading chain.

    Note: if path finding is activated, this value is ignored as long as the combine's pipe is on the fruit side and the combine isn't full.

    Default change
    5%
    CTRL change
    10%
  • Drive on at %

    This value defines at which trailer fill level percentage the driver should start to drive the course to the unload point. This can be useful if, e.g., the trailer is 97% full and the driver shouldn't wait 5 more minutes for the next unloading, only to get a measly 3%.

    Default change
    5%
    CTRL change
    10%
  • Refill until percentage

    This option is only displayed in "fertilizer/seeding" and "liquid manure transport" modes.

    This value defines the fill level percentage that a sprayer, seeder etc. fills up at a trigger.

    Default change
    1%
    CTRL change
    5%

HUD: Manage combines

This page is displayed only in the "combi" and "overloader" modes.

These settings are only relevant for the combi and overloader modes. You can choose between the driver looking for a combine in need automatically (the default setting), or have an assigned, non-changing combine (manual). If the driver looks for combines automatically, it has to be on the same field as the combine in order to find it. If the driver has been assigned manually to a combine, it can be outside of the field area not. The driver drives from his start point to the combine, no matter where it is.

This can be useful for big and hilly fields where the automatic assignment doesn't always work. Or for areas which aren't fields, like meadows.

HUD: Speeds

Here you can set how fast your driver should drive. Also, you can choose if a course should be driven with the speed used during the recording, or the maximum speed.

Switching Speed: from recording and Speed: maximum speed determines if the speed used during the recording or the set maximum speed should be used.

Note: the unloading speed is also used for reversing.

Default change
1 kph / 0.6 mph
CTRL change
5 kph / 3.1 mph

HUD: General settings

  • Path finding

    Only available in "combi" and "overload" modes

    When activated, the driver tries as best as possible not to drive through the fruit. On the one hand this means that on the way to the combine/chopper he drives around the fruit. On the other hand it means that he won't drive to unload a combine if the combine's pipe is on the fruit side. The driver will only start if either the pipe is on the non-fruit side, or the combine is 100% full (ignoring the Start at % setting).

    At the moment, the "driving around the fruit" part of this option is deactivated, as we're reworking it completely. We plan to reimplement it in the next release.

  • Open Courseplay

    You can choose if the hud should be opened when the right mouse button is clicked, or if the keyboard keys should be used instead (default: CTRL+DELETE).

  • Show waypoints

    Choose which course waypoints should be displayed.

  • Warning lights

    Choose if and when the beacon and hazard lights should be activated.

  • Waiting time

    By default, drivers stop and wait at waiting points (except for field work and fertilizing/seeding modes), until the driver is told explicitly to continue (waiting time = 0 sec). When a waiting time has been set (above 0 sec), the driver waits at the waiting point until that set time has passed and then continues automatically. This can be useful for, e.g., a weight station at a BGA.

    Default change
    5 sec
    CTRL change
    10 sec
  • Map icons: display text

    Only available if map icons are activated

    This options activates / deactivates the text shown on the ingame map under the CP vehicles icons.

  • Debug channels

    Should there be any problems with Courseplay, you can activate debug channels that provide prints in the game's log. This is important information for the developers, so they can find and fix errors.

    Don't use this unless the developers ask you to!

HUD: Drive and work settings

  • Lane offset

    Only available in "fertilizing/seeding" and "field work" modes

    When you have multiple tools driving the same field course, use this option to set their effective lanes.

    See the FAQ for further information (“How to use the offset? — a.k.a. how do I let multiple vehicles drive a fieldwork course?”)

    Default change
    0.1 m
    CTRL change
    0.5 m
  • Symmetric lane change

    Only available in "fertilizing/seeding" and "field work" modes, and only if the lane offset is not zero

    This options determines the type of lane change for a vehicle driving with lane offset.

    • Regular lane change: the vehicle always drives left/right of its lane.
    • Symmetric lane change: The tool switches from left to right / right to left each lane, thus creating a symmetric pattern.

    See the FAQ for further information (“How to use the offset? — a.k.a. how do I let multiple vehicles drive a fieldwork course?”)

  • Tool offset horizontal

    Only available in "overloader", "fertilizing/seeding" and "field work", "combine self-unloading" and "liquid manure transporter" modes

    For some tools it might be important not to drive the course exactly in the center line, but slightly to the right or to the left (e.g. bale collectors). This option lets you set this offset. It can also be used for filling / overloading points, to accommodate different vehicle sizes on the same course.

    Default change
    0.5 m
    CTRL change
    1 m
  • Tool offset vertical

    Only available in "overloader", "fertilizing/seeding", "field work", "combine self-unloading" and "liquid manure transporter" modes

    Identical to the horizontal offset, only that the driver drives further ahead/behind the actual course.

    Default change
    0.5 m
    CTRL change
    1 m
  • Always use 4WD

    Only available if the DriveControl mod is installed

    Courseplay automatically activates and deactivates 4WD depending on the situation and the course. This option forces 4WD to always be on.

  • Copy course

    Lets you copy the exact course and waypoints from another vehicle. Also works with combined, generated or unsaved courses.

    First choose the vehicle whose course you want to copy, then press the button. The current course and waypoints will be overwritten completely.

HUD: Course generation

This page is only displayed in the "Fertilizer and seeding" and "Field work" modes.

For general usage, see the course generation page.

  • Field edge path

    Only available if fields have been scanned or custom scanned fields exist

    This setting contains a list of all the scanned fields (both automatic and custom). Choose the field for which you want to generate a course. If no field edge path has been selected, the currently loaded course will be used instead as a fictive field border path.

    When a field edge path has been selected, you can view its borders with the visibility button.

    In addition, the Seed Usage Calculator can display the amount of seeds needed for the selected field, for every fruit available in the game.

  • Work width

    The tool's work width can be set here, from which the course's lane width is calculated. While changing the width, red lines representing the work width are displayed at the vehicle/tool.

    Default change
    0.1 m (above 10 m: 0.5 m)
    CTRL change
    0.5 m (above 10 m: 2 m)

    The work width can also be calculated automatically for the current vehicle/tool constellation by clicking the (calculator) button.

    This setting is required in order to be able to generate a course.

  • Starting/Ending location

    Choose the location from where the course will begin/end:

    1. A field corner
    2. Current vehicle position
    3. Last used position

    If you select Current vehicle position or Last used position and set the headland to be worked on after the center of the field (), the location you select here will be where the course ends.

    This setting is required in order to be able to generate a course.

  • Starting direction

    Available choices depend on the starting location.

    If you selected a corner to start from then choose the direction that the first lane will go from the starting corner.

    If you selected a vehicle position, the starting direction is determined automatically based on the headland direction () or ().

    This setting is required in order to be able to generate a course.

  • Return to first point

    Choose whether the driver should drive back to the first (start) point when the tool is full (field work mode) / empty (fertilizer/seeding mode).

  • Headland

    Set whether the course should include headland ("turn row") ( Wikipedia), whether it should be clockwise () or counter-clockwise () and whether it should be before () (e.g. with a combine) or after () (e.g. with a seeder).

    You can also set the number of headlands to generate here.

  • Headland corners

    Choosing Smooth will generate slightly rounded corners on the headland so vehicles miss less fruit at sharp corners.

    You can also opt for making turn maneuvers at the corners (this works for combines only).

    This choice is available only if you select Current vehicle position/Last used postion as a starting location.

  • Generate course

    When all required options have been set, the "generate course" button () becomes available. Clicking it, it generates the course with the above settings. Again, the minimum requirements are:

    1. Either a field edge path or a course with at least 5 waypoints must be loaded (when headland is activated, the course has to have at least 20 waypoints)
    2. the loaded course has not been generated
    3. the loaded course has not been combined from multiple courses
    4. a starting corner has been set
    5. a starting direction has been set

HUD: Shovel positions

This page is only displayed in Fill and empty shovel mode.

Position the arm, shovel and grabber to your liking, then click the corresponding button.

Pro tip: We recommend that you not lift/lower/open etc. the shovel and grabber to their maximum rotations and translations — otherwise they might get stuck during the driving of the course.

These positions do not have to be set during recording. They also do not indicate when the shovel should have the set position. They can be overwritten at any given time. They will be saved in the vehicles.xml file.


  • Loading position

    The position of the arm, shovel and grabber during loading.

    Shovel in loading position
    Fig. 1: Shovel in loading position
  • Transport position

    The position of the arm, shovel and grabber during transport.

    Shovel in transport position
    Fig. 2: Shovel in transport position
  • Pre-unloading position

    The position of the arm, shovel and grabber before unloading. This position is used so the shovel doesn't crash into a waiting trailer.

    Shovel in pre-loading position
    Fig. 3: Shovel in pre-loading position
  • Unloading position

    The position of the arm, shovel and grabber during unloading.

    Shovel in unloading position
    Fig. 4: Shovel in unloading position
  • Stop + go loading

    If activated, the driver will stop when the shovel is being filled. The driver will move forward when it's not filled anymore until it's filled again, repeating until it's full.

    If not activated, the driver will drive through the silo, being filled while moving (default setting).

HUD: Leveling and compacting settings

Still WIP. To be updated

Grain transport

The tractor waits at the first waypoint until his trailer has been filled. This can happen at a silo, at a field edge or anywhere else. As soon as the fill level reaches the set percentage (Drive on at %), the driver starts to drive the course. As soon as he reaches an unloading trigger, he unloads automatically. Afterwards he continues the course to return to the first waypoint.

The last waypoint should be 5 to 10 m ahead of the first, and have somewhat the same direction as the first.

Start point, waypoints, unloading trigger and end points in the grain transport mode

Combi

The combi mode is very similar to the Grain transport mode, in that the tractor drives a course and unloads at a trigger. But, in addition, the driver unloads a working combine or chopper on the field.

The tractor waits at the last waypoint until it has a combine, chopper or harvester in reach, and said combine's fill level is above the percentage (Start at %) set for the tractor. Then, the driver drives to the combine, comes from behind, and drives underneath the pipe, where the combine starts to unload into the tractor's trailer. If the trailer isn't full yet (Drive on at %), the tractor turns around and waits in the field for his next unloading operation. As soon as the trailer's fill level is above the Drive on at % percentage, the driver will drive to the course's second waypoint, and from there continue the course, unloading the trailer and returning to the field.

Combine, start point, waypoints, unloading trigger and end points in the combi mode

The tractor has two possibilities to have a combine in reach:

  1. The course's last waypoint is on the field where the combine is working. Mostly, the driver identifies the combine automatically (if the field isn't too big or too hilly). The driver also identifies multiple combines and assigns himself to the combine that fits best for him (based on distance and the combine's fill level).

  2. The tractor is assigned to one distinct combine (see HUD: manage combines). Only the selected combine will be unloaded, none else. In this mode, it doesn't matter if the tractor and the combine are on the same field. The tractor can wait outside of the field and still drive to/from the combine.

Overloader

The overloader mode is somewhat similar to the combi mode, in that the driver unloads a combine. But instead of the driving a course to an unloading trigger, the driver overloads into a waiting trailer. As with the combi mode, a combine can be found automatically or set manually.

The course's start point should be in proximity to a waiting trailer (e.g. another tractor in "driver helper" mode). From there, the course must lead to the trailer. When the overloader's pipe is above the waiting trailer (so when it's able to overload), a waiting point needs to be set. Later, while driving the course, this waiting point tells the overloader to stop, extend the pipe, and start overloading. During, an info message XYZ has reached overload point. will be displayed. When the overloader is empty, the driver will continue the course and wait at the last waypoint for his next unloading operation.

After the waiting point, the course needs to extend a little further (away from the trailer), ideally back to the start point.

Start point, waypoints, waiting/overloading point and stop point in the overloader mode

Fertilize and seeding

When fertilizing or seeding, there are two sections: one, the actual work part on the field, and two, the course from the field to the refilling trigger and back to the field.

The field work course can be created in two different ways:

  1. You record the course yourself. It is important that there need to be two waiting points. The first one at the position where the work on the field should start, and the second at the position where the work on the field should end. This work area is absolutely necessary for the correct functioning of this mode.

  2. The course can be generated automatically. For further information, see the Generate course section. The waiting points will be set automatically.

The second part, the automatic refilling, is a regular "A to B" course. It should start at the second waiting point (so, the end of the field work course), then go through the fertilizer/liquid manure/seeding trigger, and back to the field, ending just before the first waiting point of the field work course. As soon as a refilling trigger is recognized, the driver stops and refills automatically. If a tool isn't fillable via a trigger, but rather manually (e.g. a solid manure spreader or via a liquid manure transfer trailer), an additional waiting point has to be set and the point where the tool should be filled.

When driving through a trigger or waiting at the refill waiting point, the driver will wait until the tool is filled with the percentage set in the Refill until percentage option (default: 100%, available on the Combi mode settings page) and then continue his course.

Start point, waypoints, stop point and refill course and trigger in the fertilizer/seeding mode

As soon as the tool is empty, it goes into transportation mode and the driver follows the refilling course. Back at the field, the driver drives to the point on the field where it last stopped work, sets the tool into work mode, and continues working.

Transfer

The transfer mode is the most simple form to get from A to B. It uses a completely regular course with a start and an end point. The driver blindly follows that course, without unloading or other fancy stuff. Reaching the end, the driver returns to the start point and repeats the course. If you want to prevent that, you need to activate the Stop at last point or at next trigger option.

Start point, waypoints and end point in the transfer mode

Field work

The field work mode is the work horse of all the different modes: it can be used for pressing and collecting bales, windrowing, teddering, cultivating, collecting grass or straw, and much more.

Basically, it works much the same as the fertilizing/seeding mode, only that the tool needs to be emptied/unloaded instead of being refilled. Also, the work area must be defined between two waiting points; the unloading course needs to go through a corresponding trigger.

As in the fertilizing/seeding mode, the field work course can be generated in two ways:

  1. You record the course yourself. It is important that there need to be two waiting points. The first one at the position where the work on the field should start, and the second at the position where the work on the field should end. This work area is absolutely necessary for the correct functioning of this mode.

  2. The course can be generated automatically. For further information, see the Generate course section. The waiting points will be set automatically.

Fieldwork diagram
Start point, waypoints, stop point and unloading course and trigger in the field work mode

Tools will be (un)folded and (de)activated automatically. Drivers with balers as tools will stop and unload the bales automatically.

Combine self unloading

This mode works similarly to the overloading mode. The course must have a waiting point at the overloading position, where the combine will stop, extend the pipe, and unload.

Helper route, start point, waypoints, overloading point and stop point in the combine self unloading mode

The combine needs to be hired as a regular helper (or with AutoCombine), and only then Courseplay may be activated. The combine will work as a helper until its fill level reaches the percentage set at Start at %. Then it drives to the course's start point, follows the course until the waiting point, where it will unload into a waiting trailer. After, it will follow the course until the end point, from where it will drive to the last position where it worked as a helper. Now, it will activate its cutter and continue threshing.

At the moment, only helper courses in the four standard directions (north, east, south, west) - or the usage of AutoCombine in up/down mode - are supported.

Liquid manure transporter

The liquid manure transporting mode is for transporter barrels and similar tools that have an integrated liquid manure filling trigger. The tool is refilled at a liquid manure silo and then driven to a field's edge, where a working liquid manure barrel can refill automatically.

It basically doesn't matter where the course begins or ends, only make sure of two things:

  1. The course must lead through a liquid manure trigger (e.g. liquid manure silo) so it can be refilled there automatically.

  2. At the position where the liquid manure barrel should refill (hence the transporter should stop), there needs to be a waiting point.

Start point, waypoints, filling trigger, overloading point and stop point in the liquid manure transport mode

The driver will continue from the waiting/overloading point as soon as the tool is empty.

Fill and empty shovel

This mode lets you fill a shovel in a designated area (e.g. a BGA silo or manure heap) and unload it into a bunker or trailer.

The course setup has to be as follows:

All points and directions in the fill and empty shovel mode
  1. Start in front of the silo, and drive forwards.

  2. At the point where the shovel should start loading, set waiting point #1. This point indicates the start of the filling area. During the driving of the course, the shovel will be set to the

  3. At the end of the silo, set another waiting point (#2). This point indicates the end of the filling area.

  4. Set the direction to reverse, and reverse back out of the silo (and a bit further). Try to drive as straight as possible.

  5. Set the direction to forwards, and drive to the bunker/trailer that you want to fill. The last 3 or 4 waypoints of that section should be as straight as possible.

  6. At the point where the shovel should unload, set waiting point #3.

  7. Set the direction to reverse, and reverse back as straight as possible.

  8. Set the direction to forwards and drive back to right before the starting point.


Before starting the driver, make sure you've set the necessary shovel positions.

When starting the driver, he will drive to waiting point #1 and set the shovel to the loading position (). He will continue until the shovel is full, then stop and set the shovel to the transport position (). He will then switch to the "reverse out of the silo" part of your recording, and continue to drive the recorded course.

Four waypoints before waiting point #3 the driver will set the shovel to the pre-unloading position () and start looking for a bunker or a trailer to unload to. If nothing has been found, the driver will stop. If something has been found, the driver continues until the shovel is ready to unload into the bunker/trailer. The shovel will then be set to the unloading position () and unload.

If filling into a trailer, the trailer does not have to be exactly at/behind waiting point #3, it can in fact be situated slightly in front of it. But, to ensure a perfect procedure, the trailer should be right at your waiting point #3. After unloading, the shovel is set back to the pre-unloading position (); the driver will use the "reverse from bunker/trailer" part of your recording and continue the course from the until it reaches the end point.

Leveling and compacting

Still WIP. To be updated

Generating a course

For general descriptions of the settings, see HUD: Course generation.

In order to generate a field course (for the field work and fertilizing/seeding modes) automatically, the following steps need to be done.

  1. If the field scanner is activated, choose a field edge path from the list. If no field is selected, the currently loaded course (if present) is used as a field edge path.

  2. Set the work width. The work width is needed to calculated the distance between the course's lanes.

  3. Set the starting corner. Depending on the size and form of the field and the chosen starting direction, the starting point's position can be in different places:

    Two possible starting positions with a "north east" starting corner
  4. Selecting Vehicle position or Last used position instead of a corner starts a different course generation algorithm.

    In this mode, the vehicle's position determines the start or end of the headland tracks. If you work the headlands first ()) the course will start at the field boundary nearest to the vehicle. If you work the headland last (), this is where the course will end.

    Start of course is based on vehicle position

    The algorithm calculates the direction of the up/down tracks in the middle automatically. It finds the direction where the number of the generated tracks is the minimum while the field can be covered in a single pass.

    Due to the nature of this automatic alignment, the up/down tracks won't necessarily start where the headland ends, so often, there's a connecting track is needed between the two (see the above picture). The vehicle will raise and turn off implements while traveling on that connecting track.

  5. Set the starting direction. That's the direction that the first lane will have.

  6. (optional)
    Activate/deactivate Return to first point. If activated, the driver will drive to the starting point (instead of the end point) when the used tool is full (field work mode)/empty (fertilizer and seeding mode). This can be useful if the unloading/refilling course begins at the starting point.

    The driver returns to the starting instead of the stopping at the end point

    This settings will be hard coded into the course, meaning it can not be changed dynamically while the course is being driven.

  7. (optional)
    Set your headland options. Courseplay currently supports a maximum of six lanes, which can be either before (e.g. with a combine) or after (e.g. with a cultivator) the field course. If the headland is set to "before", it will start approximately at the set starting corner. If it's set to "after", the field course will continue directly into the headland lane.

    Also choose the direction of the headland: clockwise or counter-clockwise

    Depending on the size and form of the field, the set starting corner and start direction, it can happen that the headland begins at a point where there are multiple waypoints close by (e.g. the field course's points). This can lead to the driver not always finding waypoint #1. Should this happen, you can set Start course at first point on the Driver controls page.

  8. Click the generate course button.

    A generated course with one lane of headland

    If the generate course button is disabled, you should check if all requirements are met:

    • A valid field edge path / a course with at least 5 waypoints must be loaded (when headland is activated, the course has to have at least 20 waypoints)
    • The loaded course has not been generated
    • The loaded course has not been combined from multiple courses
    • A starting corner has been set
    • A starting direction has been set

    The waiting points at the start and the end will be set automatically. If you want to add an unloading/refilling course, the field course must be generated first. Afterwards, add the unloading/refilling course.

Field scanner

The Courseplay field scanner scans the map's fields and generates a field edge (field border) path. These edge paths can be used as the basis for a course generation. There's no need to drive around the field manually anymore. The automatic scanner runs on every savegame load and does not save or load the paths. The progress of the scan is displayed.

When you start a new savegame, there will be a dialog where you can activate/deactivate the automatic scan.

The scanner also features a manual scan setting: drive onto the field, and use the corresponding buttons and orders to create and save your custom field edge path. These custom field scans are saved into and loaded from the courseplayFields.xml file. Please see HUD: Drive controls for detailed information.

The field scanner can only scan fields that have a field (cultivated, plowed, seeded) terrain. Meaning: if you've sown grass on a field, it doesn't count as a regular field anymore and the edge points can not be scanned. So if you plan to convert a field to a grass area, make sure to manually scan it first and save the path so you can use it later for generating courses.

There are multiple scanner settings that can be set in the courseplay.xml file (courseplayFields tag).

  • automaticScan: activate ("true") or deactivate ("false") the automatic scan

  • onlyScanOwnedFields: if activated ("true"), only the fields that you own are scanned. Also when you buy a new field, it will be scanned immediately. If deactivated ("false"), all fields are scanned.

  • debugScannedFields: if activated ("true"), debug information concerning the automatic scan will be printed in the log.

  • debugCustomLoadedFields: if activated ("true"), debug information concerning the manual scan will be printed in the log.

  • scanStep: determines how detailed the path is going to be. Only change if the developer asks you to.

On some maps, fields are too close together to be scanned correctly. The automatic scanner will most likely stop and/or crash. At the moment there is no viable solution for that problem.

Reverse driving

Courseplay can handle reversing with a trailer attached. Both tandem and pivot trailers are supported. Reversing works both with straight and curved routes. This can be especially useful if a tip trigger or unloading point can't be really reached from the front or the sides. Only one trailer is supported, not multiple simultaneously.

Be aware of a couple of regulations when reversing with a trailer:

  • The tractor will align the trailer according to the next waypoint, so there should be enough lateral space.

  • The course should be recorded without a trailer attached, so the real intended course is recorded instead of the tractor's steering.

  • Be aware of the trailer's length; the radius around curves shouldn't be too narrow.

  • When driving backwards, the tip trigger will be found behind the trailer.

Unloading in silage silos can also be done in reverse. When recording the route, reverse to the backend of the silage bin and change to forward again and continue the route. Unloading will be done from the rear end of the silage silo. For better handling, unloading will start a couple of silo sections before to build up and ramp