docs(marker): vælg og glem (mål-afgrøde), halm, alle ledige maskiner — manual + testplan; version 1.27.0.0
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# AD Smart Pickup — user manual
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Version 1.26.0 · Farming Simulator 25 · add-on for AutoDrive
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Version 1.27.0 · Farming Simulator 25 · add-on for AutoDrive
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*Dansk version: [BRUGERMANUAL.md](BRUGERMANUAL.md)*
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@@ -544,14 +544,31 @@ and which machines. Requires **Courseplay** in addition to AutoDrive.
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| **After harvest / bare field** | (Mulch) → (Lime) → Plow or Cultivate → (Sow) → (Roll) |
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| **Care while the crop grows** | Fertilize · Control weeds · Lime — when the soil needs it |
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### Select and forget: crop on the field
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The easiest way: pick **Crop on the field** (such as *Wheat*) at the top of the field. The mod does the rest:
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- **Whatever grows now** is left to finish, cared for (fertilizer, weeds, lime) and harvested or mowed when
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ready.
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- **Afterwards** the field is prepared and sown with your crop. If it is not sowing time, the field waits
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("waiting for sowing time for …").
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- **If your crop is already there** (grass → grass), it is simply mowed and collected every time it is ready.
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- **Bare field:** prepared and sown as soon as it is sowing time.
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- After that the cycle runs by itself: growth → care → harvest → preparation → sowing → …
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With a crop chosen, the field runs automatically. The line below the choice tells you what the mod will do.
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You can still choose silage/hay, straw, number of machines, soil work and care. Choose *None — plan it
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yourself* to run the field manually as before.
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### Setup
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1. **One marker per field.** Create an AutoDrive marker at the field edge named `F` + the field number,
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such as `F109`. Machines drive there on the road before Courseplay takes over. At most 400 m from the
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field. Without it, the field shows `!` and nothing is sent.
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2. **Fixed rigs.** The implement must be attached (or self-propelled). The mod never attaches.
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3. **Field fleet.** At the bottom are all vehicles with a field implement, with role and width. Tick the
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ones the mod may send out. Vehicles in a flow, vehicles AutoDrive/Courseplay are already driving, and
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3. **Field fleet.** At the bottom are all vehicles with a field implement, with role and width. With
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**Use all free machines** = Yes (default) the mod finds the machines itself; with No only ticked ones
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are used. Vehicles in a flow, vehicles AutoDrive/Courseplay are already driving, and
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vehicles you drive are never used. A sprayer/spreader only has a role once it holds product
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(fertilizer → fertilizer spreader, lime → lime spreader, herbicide → weeding machine).
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4. **Parking.** Set an AutoDrive parking spot on each rig (on the implement). Finished rigs drive there.
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@@ -577,6 +594,7 @@ Click a field in the table. Below the table:
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| **Plan** (mowable) | Silage or Hay |
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| **Rake** (mowable) | Rake the swaths before collecting |
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| **Unloading trailers** (harvest) | 1–3 trailers that follow the harvester and drive to storage |
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| **Straw after harvest** (harvest) | Chopped (spread), Collected to a silo, or Baled, and a bale collector takes the bales to a bale store |
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| **Mulch stubble** | Mulch the stubble after harvest |
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| **Soil work** | Auto (plow when the soil needs it, else cultivate), Cultivate, Plow or None |
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| **Sow afterwards** + **Crop to sow** | Sow after soil work. Default: the crop that was harvested |
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