AutoDrive Bilk V1.0

FS25 Mods |
AutoDrive Bilk V1.0


AutoDrive course for the “Bilk” map, completely self-driven and tested. It includes roads, field access points, production facilities, and points of sale, and is designed for larger tractor-trailer combinations such as the Fendt 1052 with the Fliegl ASW 391.

Features

  • Roads, field access points, production facilities, and points of sale
  • Personally driven and extensively tested
  • Designed for larger tractor-trailer combinations

Installation

Copy the included .xmlfiles into the folder of the respective save game.
Back up any existing AutoDrive configuration beforehand, just to be safe.
Replace existing files if necessary.
Start the game and drive off.

The corresponding save game folder is usually located at:
Dokumente/My Games/FarmingSimulator2025/savegameXX

When creating a new game save, the automatic course creation feature of AutoDrive should not be used if this course is subsequently to be imported.

Reference vehicle

I used a Fendt 1052 tractor with a Fliegl ASW 391 as a reference vehicle. This combination was selected because it is one of the tractor-trailer combinations used most frequently in the game. Its size provides a good basis for creating sufficiently spacious routes for larger machines.

Combine harvesters with dual wheels are not recommended here because that scenario has not been tested.

Route network

When creating the course, I tried to keep as many different vehicle combinations in mind as possible. However, since the reference vehicle combination is relatively large, long, and wide, there are a few special considerations.

Vehicle size and curves
Some curves and field entrances are designed for the aforementioned vehicle combination and are therefore driven with a correspondingly generous amount of clearance.

With significantly smaller vehicles, for example, a compact tractor with a small cultivator, AutoDrive may take an unnecessarily large line. This is intentional and ensures that larger vehicles can also navigate the route with minimal problems.

Field entrances and field work

I created the course the way I play myself:
I let AutoDrive bring my vehicle combination to the respective field entrance, take over there myself, work the field, and then reactivate AutoDrive on the road.
Some field entrances are therefore designed as one-way streets.

Therefore, my recommendation is:
After working in the fields, drive back onto the road and only activate AutoDrive there. Sometimes the system gets a little confused, causing AutoDrive to pick the wrong waypoint. Try enabling developer mode and have a look around.

Narrow field entrances
Some field entrances on the Bilk are quite narrow. For larger vehicles, I have therefore sometimes set the target points so that the vehicle comes to a stop sideways or across the field.
This is not a bug, but is intended to prevent AutoDrive from attempting to drive with a large trailer into areas where there simply is not enough space.

Several access roads to a field
Many fields have two or even more possible access points.
In most cases, I limited myself to what I considered the most conveniently located entrance. However, for some larger fields or special local conditions, I included additional access points.
Some of these routes lead through forests or along smaller side roads. I found some of these access routes too beautiful or interesting not to include in the route network.

Sales outlets and production facilities

Space is also very limited at some retail outlets and production facilities.
Where a safe automatic entry and exit with the reference vehicle combination was not practically possible, I simply set a target point in front of or on the respective site.
In some cases, the site must be exited in reverse after unloading. A biomass power plant is one example of this.

With a smaller tractor-trailer combination, for example, a John Deere 6820 with a Kröger trailer of approximately 29 m³, forward travel should be possible in some sections. However, I have not created a separate course for smaller combinations.

Course test

After completion, I drove the route network again in detail. I deliberately chose some rather unusual routes or routes that make little sense in normal gameplay in order to test as many combinations of track sections as possible.

The goal was, in particular, to find the following errors:

  • Unconnected points on the route
  • Incorrectly set directions of travel
  • Problematic intersections
  • Collisions
  • Unfavorable curves
  • Unattainable goals
  • Other errors in the route network

As things stand, the network should be fully functional.

Most traffic signs and similar objects on the map do not have collision detection. Therefore, I largely ignored them when entering the map and navigated the route accordingly.

Should you nevertheless discover collisions, unconnected points, incorrect directions, problematic destinations, or other errors, I would appreciate a constructive comment with the most precise possible indication of the affected area.

Required mods:


Author: Treckerreifen
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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