That is a pretty good solution. If you arrange your trees in rows and have turtles in between the rows, you only need to count the distance to either side:
[topmarker][topmarker][topmarker]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[bottommarker]------[bottommarker]
So have it either turn left or right every single time. I am not sure if turtles can turn 180 in a step, or if you want to account for turtles moving between each row marked by --------------x--------------
Either way it'll hit a tree or a top/bottom marker. Using that as a reference go. Your startup program will have to account for if it hits a tree, cut the tree, turn left, check if top or bottom marker then go from there. If it just hits a marker, go from there.
I am by no means a turtle programmer, but this is a programmable solution.
[topmarker][topmarker][topmarker]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[tree]--------------x---------------[tree]
[bottommarker]------[bottommarker]
So have it either turn left or right every single time. I am not sure if turtles can turn 180 in a step, or if you want to account for turtles moving between each row marked by --------------x--------------
Either way it'll hit a tree or a top/bottom marker. Using that as a reference go. Your startup program will have to account for if it hits a tree, cut the tree, turn left, check if top or bottom marker then go from there. If it just hits a marker, go from there.
I am by no means a turtle programmer, but this is a programmable solution.