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Peter Vaiko edited this page Apr 3, 2021
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6 revisions
Debug channels are used to add debug information to the log file so we can better troubleshoot issues. You can turn on and off the debug channels in the HUD:
The first 10 channels correspond the drive modes.
Then, for each mode and situation, we have additional channels, for example, if something is wrong with finding a path in Mode 2,
we would need channel 2 for Mode 2 and channel 11 activated for the pathfinder.
We might ask you for other channels that doesn't seem to make much sense to you, but sometimes they reveal some hidden information we need for the troubleshooting.
Debug channel 1 = Mode1 - grain transport
Debug channel 2 = Mode2 - unload combine
Debug channel 3 = Mode3 - overloader
Debug channel 4 = Mode4 - fertilizing and seeding
Debug channel 5 = Mode5 - transport
Debug channel 6 = Mode6 - fieldwork
Debug channel 7 = Mode7 - bale collector/wrapper
Debug channel 8 = Mode8 - field supply
Debug channel 9 = Mode9 - shovel fill/empty
Debug channel 10 = Mode10 - bunker silo compacter
Debug channel 11 = pathfinder
Debug channel 12 = triggers
Debug channel 13 = reverse driving
Debug channel 14 = turns
Debug channel 15 = pure pursuit controller
Debug channel 16 = load and unload tippers
Debug channel 17 = traffic collision/proximity
Debug channel 18 = HUD action
Debug channel 19 = course save/load/generation
Debug channel 20 = multiplayer
Debug channel 21 = implements
Debug channel 22 = other
Debug channel 23 = AIDriver common
Debug channel 24 = activate cyclic prints (to prevent spamming the log if not necessary e.g. raycasts)