jason0611/FS22_HeadlandManagement

Request: Option to Activate Cruise Control

xocomil opened this issue · 5 comments

I currently have a lot of fields with weird field shapes. I often have to override the speed to travel to the next place to drop my implement. It would be nice if there was an option to turn on cruise control if when turning off the headland controls. This is a great mod! Thanks for your work.

Just to see, if I understand it correctly: If SpeedControl was 'on' when Headland Management ist triggered, SpeedControl should be turned on again, regardless if it was turned off while turning, when Headland Management gets deactivated because the turning is finished. Correct?
That should be possible to realize.

Correct. I should have spelled it out better. I just started a new play on the Oklahoma map, and field #16 is a crazy shape. I find myself having to drive faster, not to take a ton of time reaching the next turn. This turns off my cruise control. This feature would also be helpful when using the "lands" method while driving a harvester. As the turns get further apart, driving yourself becomes more important. This mod is one of my must-haves. I mapped "Shift+X" to one of the extra buttons on my controller. Being able to hit one button would be nice. Thank you for this mod. I didn't know I needed it until I had it.

Well, thank you. The reason I programmed this mod was that I missed something like this. :-)
I've realized the reactivation of cruise control, would you give it a try? I haven't made it as an option, because in the end it's the better approach to come back into "field lane mode".
FS19_HeadlandManagement.zip
It's beta status, so full debug information will be written to your log file, don't get worried about it.

You rock! I did not expect an update this quickly. I tested it with a harvester, a fertilizer spreader and a cultivator. All three worked flawlessly. It made my life so much easier. Thank you for the quick updates.

To be honest, it was just a slight and easy change to the script, but it makes this part more complete.
I'm grateful for ideas like this to improve the mod more and more.

Because Giant's rules set a lock time of 14 days after publishing a mod to ModHub, the next update containing all the last changes will be send in on Wednesday. :-)

I will close here now. :-)