I would like to request a feature to create path zones in addition to discrete paths. This would essentially be the opposite of a no-go zone. A “go-zone” would be a region that the Yarbo is allowed to enter to overshoot turns, to avoid obstacles while addressing a working area, or create dynamic paths to traverse among working areas. Go-zones would need to be inclusive of workings areas to allow for pathing between working areas. For a gold star, some level of randomness could be added to the pathing algorithm prevent the same paths from being used each time a schedule is run, which would allow grass time to recover from frequent Yarbo travel.
How do you envision utilizing this feature? I asked for this for patrol mode personally. Are there other use cases? I think the overshoot turns just needs to be addressed by not overshooting the boundary lines and turning within a mapped area like one would assume it would do when mapping.
I would expect a go-zone to be a region that isn’t part of a work area, but explicitly allows the Yarbo to enter when a work zone is confined. Think a driveway or sidewalk next to a lawn where it isn’t a problem for the Yarbo to enter, but doesn’t actually need to be mowed. Similarly, this would provide another route if there is a dynamic obstacle that the Yarbo would otherwise get stuck attempting to path around.
Next, discrete paths between areas are limiting. For instance, if a car is parked on a driveway separating work areas and the Yarbo’s path is blocked, either the Yarbo will fail to make it across the drive way or it will potentially impact the vehicle. A go-zone would be expected to allow the Yarbo to dynamically path around an obstacle between work areas.
Ok gotcha. Thanks for the clarification. I can see the utility of this.
Thank you for your suggestion regarding the “go-zone.” We’ve shared your idea with our R&D department for consideration.
Additionally, regarding the issue of “the same paths being used each time a schedule is run,” we’ve received similar feedback and are actively working on a feature that will allow the lawn mower to use different pathways with each schedule. This should help reduce lawn damage caused by frequent travel.
We appreciate your input and are excited to enhance the overall experience!
I’d also suggest varying the start point per job, and consider using one closer to the entry point of the area or current location after mowing the perimeter and no-go edges.
Further, consider a random expansion of edges and no-go zones during “travel” operations as one possible way to avoid the tram lines. It would also help the yarbo navigate back to the charge pad quicker if it avoided trying to just skirt the edges of no-go zones and area edge, having a random added distance of 6" to 5’ (say, just throwing a number out) would help with both avoiding wear lanes and having to stop and make minor course correction to avoid edges, slowing it’s travel back to the base station.
Oh yes, choosing a random pathway into or out of an area if there are multiple options may be another way to help avoid wearing lanes into the lawn. But I know that is a more complex pathing problem, so not sure it’s the best thing up front. But maybe the closest path out of an area when done could be simple enough to try?
One more suggestion for avoiding wearing paths into the lawn, vary the order of mowing around the no-go zones for each run. It would possibly take a little longer, but it would help avoid always traversing the same paths. Could be an easy toggle option to randomize no-go zone perimeter mowing order.
@Darrell - Not sure if you’ve seen this – I have been working with this hack to vary Pathways using existing functionality (Stubby or Decoy Deadends): Tip: Automated varying of Pathways
I have been able to vary navigation paths taken to get to and through Areas (Stubby Deadends + Pathways) and pull the rover away from tight navigation paths next to corners (just a Stubby Deadend somewhere in the Area) with it.
Thank you for your suggestion! We appreciate your input, and I will pass this along to our product team for consideration. We’re always looking for ways to improve the mowing experience and your idea could help with that.
Thanks @Ken , I had seen that. I admin I didn’t want to try implementing it just yet, but it’s nice to know there’s a way to force it if we don’t get a better fix.
I work with the tool that’s there today, not how I want it to be or wish it was or how it may be in the future.