Sherman200
36.30 MB
Version 1.3.9.0 The bug where the weather wasn’t applied correctly and it was constantly raining has been fixed. REALISTIC WATER & SOIL MANAGEMENT – RWSM Changelog from 1.38.42.0 to 1.38.45.112 Rainstar / irrigation – Rainstar hose retraction has been technically revised and neatly coupled to the connected water pump; duplicate input contexts removed and F1 HUD adjusted to reflect actual pump/connection status. – Retraction speed of the Bauer Rainstar T32 increased from 30 to 60 m/h; remaining time display updated accordingly. – Slow final approach maintained to ensure controlled movement of the sprinkler carriage towards the drum. – Automatic slope/holding brake added for the sprinkler trolley. When retraction is not active, rolling away is prevented; upon start, the brake remains briefly active until hose tension builds up, then releases automatically. – The drum unit is held in work mode via the main physical body. A fixed X/Z anchor prevents movement downhill or backwards as the sprinkler cart extends. – A tractor on the sprinkler truck no longer releases the drum lock; only transporting the drum or leaving work mode releases the anchor. – Traction force significantly increased without further raising the 60 m/h target speed. – Adaptive pulling force now has 9 finer levels. Smoother readings, hysteresis, and delayed downshifting reduce force swings and ensure consistent feed-in, especially at 1x speed. Rainstar / irrigation – Rainstar hose retraction has been technically revised and neatly coupled to the connected water pump; duplicate input contexts removed and F1 HUD adjusted to reflect actual pump/connection status. – Retraction speed of the Bauer Rainstar T32 increased from 30 to 60 m/h; remaining time display updated accordingly. – Slow final approach maintained to ensure controlled movement of the sprinkler carriage towards the drum. – Automatic slope/holding brake added for the sprinkler trolley. When retraction is not active, rolling away is prevented; upon start, the brake remains briefly active until hose tension builds up, then releases automatically. – The drum unit is held in work mode via the main physical body. A fixed X/Z anchor prevents movement downhill or backwards as the sprinkler cart extends. – A tractor on the sprinkler truck no longer releases the drum lock; only transporting the drum or leaving work mode releases the anchor. – Traction force significantly increased without further raising the 60 m/h target speed. – Adaptive pulling force now has 9 finer levels. Smoother readings, hysteresis, and delayed downshifting reduce force swings and ensure consistent feed-in, especially at 1x speed. Optima 1036 (Handed over to honved4) – Fully integrated with RWSM water, pump, pressure, irrigation, and soil moisture logic. – Own AutoReel implemented with up to 550 m hose travel and GIANTS-native physics. – Active ingestion of Rainstar and Optima will be saved and resumed after dedicated server restart. – Traction force, wheel contact, braking effect, chassis/sway physics, straight-line stability, and short-range centering optimized. – Original wheel, tire, suspension, fake wheel, and component joint structure preserved as a technical basis. – Optima moved out of the normal RWSM shop and prepared for an independent addon; previously purchased devices remain compatible. – RWSM remains the sole source for soil, water, weather, and yield calculations. Gameplay/Multiplayer – RWSM menu expanded to include options for yield loss, waterlogging, drought stress, compaction, frost, weeds, root damage, plant stress optics, wet soil driving physics, vehicle compaction, rain crusting, and field info. – Yield influence can be set to off, 50%, realistic, or 125%. – Settings are saved securely in the savegame and synchronized on the server in multiplayer. – Menu/L10N bug fixed; new and changed texts are synchronized across all existing mod languages. Soil / water / compaction – More realistic post-harvest soil model: heavy traffic causes real compaction on wet soil; rain alone does not cause unrealistic deep compaction. – Heavy rain can cause siltation and surface crusting on uncovered, harvested, or cultivated areas; crop residues reduce this risk. – Crusting can reduce infiltration and is indicated in field info with recommendations. – Deep loosening is recommended only if deep compaction is present and soil is stable. – The entire RWSM field grid was converted to a uniform 2 x 2 m grid, allowing more detailed spatial data for water, roots, compaction, and other factors. – The previous 1m tramline solution was removed due to instability during vehicle boarding. – Old 8/12m cells are migrated to the new 2m grid upon loading, retaining existing water, compaction, and damage values. – The topography cache remains adaptive for performance, not as a full 2m map scan. Performance / management map – Management map and cache optimized without losing land data or map layers. – GIANTS terrainSize, ownership, and field masks are cached and updated based on events. – Field/road masks are shared and only invalidated locally upon real changes. – Screen rectangles and map layers are reused and preloaded in the background. – Cell-based read proxy invalidation replaces global methods. – Soil type, nitrogen, pH, weeds, weather, ownership, and field status data from GIANTS/Precision Farming continue to be used. Plant Height / Crop Vitality – Plant height expanded from a specific corn solution to a general cross-crop system. – Visual height change does not alter GIANTS growth states, harvest maturity, or fruit density maps. – Five fixed RWSM height classes: 100%, 90%, 80%, 70%, 60%. – Render profiles for cereals, corn, oilseeds, legumes, grass, rice, leafy/root crops, and compatible mods. – Crops like beetroot, sugar beet, potatoes, carrots, and parsnips react more strongly visually than tall grain crops. – Existing bad cells are considered at map start; multiple samples and stable mixing reduce block edges. – Shader writes are spread over multiple frames; no full field scan or parallel plant grid. – Plant height is locked after map start according to GIANTS growth phase; moisture, stress, irrigation, or soil changes do not immediately affect height. – Crop rotation or re-sowing resets phase lock. – Maintenance commands: rwsmCropHeightStatus, rwsmCropHeightRebuild, rwsmCropHeightVisualReset. Field Info – Uses current live data for weather, precision farming, crop, and water stress. – Displays plant water/root space divided into two lines: Kc/Ks and available water/RAW. – Waterlogging is explicitly shown when active. – Root depth, health, oxygen/drought stress, soil structure, compaction, and yield factors are retained. Weather / Weather HUD – Weather HUD shows the next actual weather change time, e.g., 6:30 p.m. or +1 2:00 a.m. – Time data comes from the synchronized GIANTS/RWSM forecast queue; no extra weather calculations. – Weather region, state/country, and climate year are stored redundantly in rainstarWeather.xml and rwsmState.xml. – When loading, the latest valid config is used; old save games are migrated automatically. – Mod/ZIP updates should no longer reset the selected weather region. Savegame security / ground data – Soil, water, and agronomy cell data are secured against loss during mod updates. – rwsmState.xml is validated before replacing active cell tables. – load=true is only set after successful restore or new game. – New saves record cell counts, sizes, and revision info. – Mismatched cell counts reject restore and activate save protection. – XML/schema errors do not overwrite existing rwsmState.xml. – On first successful load, a backup rwsmState_backup.xml is created. – Older savegames remain compatible and receive new protections on next save. Compatibility – No additional write access to GIANTS growth states or fruit maps for plant height. – Precision Farming remains authoritative for soil, nutrients, and pH. – Hydrology, compaction, root damage, waterlogging, irrigation, and yield history are persistently stored. – Existing savegames can continue without restart and are migrated to the new 2m grid. Current status: RWSM 1.38.45.112 Realistic Water & Soil Management enhances Farming Simulator 25 with a persistent water, soil, and plant balance system. Rain, irrigation, evaporation, soil type, terrain, tire pressure, tillage, and plant development are interconnected, creating a multi-layered water balance across topsoil, root zone, and subsoil. Natural depressions stay moist longer, heavy vehicles cause more compaction on wet soil, and inadequate tire pressure increases load on the topsoil, affecting long-term soil structure, root health, plant growth, and yield. Features include: - Multi-layered water balance calculation for topsoil (0-10cm), root zone (10-30cm), and subsoil (30-60cm) - Consideration of precipitation, irrigation, evaporation, seepage, drainage, runoff, plant water uptake, soil type, structure, and compaction - Display of usable field capacity separate from pore saturation, with excess water able to seep or cause waterlogging - Differentiation of soil types such as loamy sand, sandy loam, clay, and silty clay, each with specific properties - Influence of regional climate on precipitation, temperature, evaporation, wind, humidity, sunlight, and seasonal distribution, affecting soil moisture and drying - Realistic drying influenced by temperature, wind, sun, humidity, soil type, and surface water, with a moisture memory to prevent immediate drying after rain - Detection of natural depressions that collect water, dry slowly, and pose risks of sinking, track formation, and oxygen deficiency - Soil compaction stored separately for topsoil, root space, and subsoil, influenced by vehicle weight, load, tire pressure, soil moisture, and other factors - Multiple crossings and their impact on compaction, track depth, and plant damage are tracked - Simulation of root health, drought, waterlogging, oxygen deficiency, compaction, nutrients, pH, and mechanical damage, affecting water and nutrient absorption - Impact on crop yield based on water balance, dryness, compaction, root health, and other factors - Visual crop vitality system indicating plant height, density, and stress zones, without altering original growth stages - Weed competition effects on development and yield - Tillage effects from various implements, considering working depth, soil moisture, and compaction - Evaluation of seedbed strength and rolling effects for optimal soil conditions - Functional irrigation system with adjustable pump, radius, application rate, and water consumption - Extended field info displaying soil moisture, pore saturation, surface condition, excess water, soil type, evaporation, temperature, wind, compaction, and plant health - Soil-Soil API for other mods to access land data - Connection with Visual Mud Tracks for realistic ground effects based on wheel load, axle load, tire pressure, slip, and soil moisture - Persistent storage and synchronization of water balance, precipitation, compaction, track depth, soil structure, root condition, and plant vitality for multiplayer - Highlights include multi-layered water balance, long-term compaction effects, integration with Visual Mud Tracks, natural waterlogging, visible plant vitality, realistic tire pressure effects, root health simulation, and extensive field info. - The pump reads only the vanilla hose status: hose not connected disables pump; disconnecting hose stops pump. - Weather HUD size options now available: normal, small, very small, and vanilla. - Required mods: Precision Farming, Visual Mud Tracks.
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