01 / Learner
Your First AutoDrive Route
Licence Level: Learner
Welcome to your first day at the GHP AutoDrive Academy.
No giant networks. No nightmare intersections. No convoy of eighteen tractors trying to occupy the same piece of road.
Not yet.
By the end of this lesson, you will understand what AutoDrive actually does, recognise the basic route network, create your first route, add a destination and send a vehicle there without touching the steering wheel.
Lesson 01
What Actually Is AutoDrive?
AutoDrive creates a network of routes that vehicles can follow automatically.
Think of that network as a road map drawn specifically for your machinery. The map contains:
- Waypoints
- Individual points that make up the route.
- Connections
- Lines telling AutoDrive how those points connect.
- Directions
- Information telling AutoDrive which way vehicles may travel.
- Destinations
- Named locations such as Farm, Shop, Field 1, Grain Mill, Silo, Production, and Vehicle Parking.
Once a vehicle can reach the AutoDrive network, AutoDrive can calculate a route through that network to the destination you choose.
Where AutoDrive Actually Saves Your Routes
Your working AutoDrive network is saved with the Farming Simulator savegame. On a default Windows installation, the live route file is normally:
C:\Users\<YourName>\Documents\My Games\FarmingSimulator2025\savegameX\AutoDrive_config.xml
savegameX means the save slot you are using, for example savegame1, savegame2 or savegame10.
The file contains the route graph AutoDrive uses for that save: waypoint positions, connections, destinations and destination groups. When the game saves, AutoDrive writes the current network back to that savegame folder.
What About Route Manager?
Route Manager exports are separate from the live savegame copy. By default AutoDrive keeps its route library under:
C:\Users\<YourName>\Documents\My Games\FarmingSimulator2025\modSettings\FS25_AutoDrive\routesManager\
The exported route XML files live inside the routes folder, while routes.xml keeps the Route Manager's list of saved routes. Loading one through Route Manager imports that stored network back into AutoDrive.
Lesson 02
Before We Touch Anything
For the Academy lessons we recommend using the current official AutoDrive release. Do not learn route building on an ancient copy somebody found buried in a mod pack.
Checklist
- Farming Simulator 25 is up to date
- AutoDrive is installed
- AutoDrive is enabled for your save
- You have loaded into the game
- You are sitting inside a vehicle
- You are somewhere with plenty of room to practise
For your first lesson, choose a normal tractor without an enormous trailer attached. Learning AutoDrive while dragging thirty metres of machinery around a tiny yard is unnecessarily ambitious.
Lesson 03
Meet The AutoDrive HUD
AutoDrive is controlled through its in-game HUD. If the HUD is closed, the default FS25 shortcut is:
Left ALT + Numpad 0
To open AutoDrive's settings directly:
Left ALT + Left CTRL + Numpad 0
The mouse pointer can be shown or hidden using Middle Mouse Button. Your own key bindings may differ if you have changed them in Farming Simulator's controls menu.
Lesson 04
Understanding The Network
Enter AutoDrive's Edit Mode. You should now be able to see the route network. The little points are waypoints. The lines joining those points are the routes AutoDrive vehicles follow.
If the route lines are visible but the waypoint dots aren't, press Right CTRL. That toggles waypoint visibility.
Know Your Colours
- Green
- One-way main route. Vehicles travel along the connection in one direction. Think normal lane of traffic.
- Dark Blue
- Two-way main route. Vehicles can travel along the same route in either direction. Useful for narrow roads, farm tracks and places where two separate lanes aren't necessary.
- Yellow
- One-way secondary route. A lower-priority alternative to the main route.
- Brown
- Two-way secondary route. A lower-priority route that can be travelled in both directions.
- Light Blue
- Reverse route. This tells AutoDrive that the vehicle can travel backwards along that section. We will deal properly with reversing later. For today, simply recognise it.
Lesson 05
Your First Route
Now we build something. Find an open stretch of road on the Academy Proving Grounds. For this exercise we are going to create:
Academy Farm → Shop
Put your tractor at the beginning of the route and enter Edit Mode. Find the REC button.
Recording A One-Way Route
Left-click REC. Begin driving. AutoDrive will create waypoints behind the vehicle as you travel.
Drive smoothly down the road. Avoid sharp steering movements, cutting corners, driving onto kerbs, clipping signs, sudden U-turns, or testing the structural integrity of somebody's hedge.
Lesson 06
One-Way Or Two-Way?
This decision matters.
Use one-way routes when
- There are separate lanes of traffic.
- You want predictable vehicle flow.
- The road is wide enough to create proper inbound and outbound routes.
- You are building a busy main road.
Use two-way routes when
- The road is narrow.
- Traffic volume is low.
- You are building a farm lane.
- There isn't enough room for separate lanes.
- You need a simple connection.
Lesson 07
Create Your First Destination
A route is useful. A named destination makes it useful to AutoDrive.
Drive to the end of our training route near the Shop. Create a destination point and name it:
Academy Shop
Keep destination names short and obvious.
Good
Field 01, Main Farm, Shop, Grain Mill, North Silo
Less good
That place near the weird tree where we sold barley on Tuesday
Once your network grows to hundreds of destinations, good naming becomes extremely important.
Lesson 08
Send The Tractor
Time for the moment of truth. Move your tractor back towards the Academy Farm. Exit Edit Mode. Select Academy Shop as the AutoDrive destination. Start AutoDrive.
Take your hands off the controls. The vehicle should locate the route and begin travelling toward the destination.
Watch it. Do not immediately wander off to make tea. Your first few route tests should always be observed.
Look for
- Poor cornering
- Obstacles
- Waypoints too close to objects
- Sharp direction changes
- Bad road positioning
- Vehicles crossing into opposing traffic
- Problems entering the destination
If the vehicle arrives safely: congratulations. You've just built your first functioning AutoDrive route.
Route Doctor / Learner
Did It Go Wrong?
Good. Seriously. Learning why a route fails is one of the fastest ways to understand AutoDrive.
- Tractor won't start
- Check that the destination is reachable from your current network.
- Tractor goes the wrong way
- Check the direction of your route connections.
- Vehicle stops halfway
- Look for a broken or missing connection.
- Tractor cuts a corner
- Inspect the waypoint positions around the bend.
- Vehicle hits something
- Give the route more clearance.
- Waypoints have disappeared
- If route lines remain visible, try Right CTRL.
Lesson 09
Basic Editing
Eventually you will create a waypoint in the wrong place. Everybody does.
AutoDrive lets you repair the network rather than recording the entire route again.
- Move a waypoint
- Grab the waypoint using the right mouse button and reposition it.
- Delete a waypoint
- Use Left ALT + Left Mouse Button on the waypoint.
- Create a waypoint
- Use Left CTRL + Left Mouse Button in Edit Mode.
- Connect waypoints
- Connections can be manually created between existing points. This is extremely useful when joining a new farm road onto an existing network. But check the direction before celebrating. A connection pointing backwards is perfectly capable of looking correct while being completely useless.
Lesson 10
Your First Junction
Our final Learner exercise adds one branch. Your existing route is Academy Farm → Academy Shop. Now add Academy Farm → Field 01.
You now have a junction where the routes divide. AutoDrive needs valid connections allowing it to choose either destination.
Build the Field 01 branch. Create the destination Field 01, then test both journeys:
- Academy Farm → Academy Shop
- Academy Farm → Field 01
Both should work. If one succeeds and the other fails, inspect your junction. This is your first taste of route engineering.
Proving Grounds Challenge
Learner Licence Test
Complete all five tasks.
- Send a tractor from the Academy Farm to the Shop.
- Create a new destination called Field 01.
- Connect Field 01 to the existing network.
- Send the vehicle to Field 01.
- Return the vehicle to the Academy Farm.
Learner Licence Complete
You've earned your first GHP Academy licence.
You now understand what an AutoDrive network is, what waypoints and route connections do, one-way and two-way routes, basic route colours, recording a simple route, destinations, sending a vehicle, basic repairs and simple junctions.
That means you're ready to stop merely using AutoDrive. You're ready to start building with it.
Next Licence / 02 · Farm Driver
The farm gets bigger. So does the network. Next you'll learn how to build practical routes around working farms, create sensible field entrances, add parking locations and connect sell points, productions and yards without turning the place into a traffic experiment.
Continue to Farm Driver →