| Name | Realistic Water & Soil Management |
| Version | 1.36.79.0 |
| Autor | Sherman |
| Dateiname | FS25_RealisticWaterSoilManagement.zip |
| Größe | 9,65 MB |
| Aktiv | Ja |
| Karte | Nein |
| Beschreibung | Version 1.36.66 returns the motor-pump/Rainstar connection completely to the native FS25 workflow. The mechanical joint and water hose now use only the GIANTS AttacherJoints and ConnectionHoses specializations. RWSM no longer modifies third-party attachment handlers or overrides their Q/Y actions. Attachment gameplay mods can therefore react to the vanilla joint and hoses exactly as they do on an ordinary trailer. Without an attachment mod, FS25 automatically connects and disconnects the hose together with the normal Q attach/detach action. The water pump only reads the actual hose state: it cannot start without the connected water hose and stops immediately when the hose is removed. The hose reel and sprinkler cart are unchanged. Version 1.36.65 clearly separates operation with Manual Attach: Q mechanically attaches or detaches the pump and Rainstar, while Y connects or disconnects the water hose after leaving the vehicle. The water pump can only be switched on when both the mechanical joint and the water hose are connected; removing the hose immediately switches off a running water pump. Without Manual Attach, the normal Q operation from the pump remains active and the water hose automatically follows the mechanical connection. The hose reel and sprinkler cart were not changed. Version 1.36.3 separates the “Crop development” heading and crop condition into two dedicated Field Info rows, preventing conditions such as “strongly stressed” from overlapping nearby values. The technical ET0 abbreviation has also been removed from the visible evaporation row; evaporation value, temperature and wind remain unchanged. Version 1.36.2 splits crop vitality into three short Field Info lines and completely removes the former bent-plant FoliageBending visualization. Mature crops keep their real growth and harvest state unchanged. RWSM now calculates separate foliage-copy classes for crop height and stand density. Field edges receive no blanket penalty: visible underdevelopment occurs only together with measured traffic and compaction, drought plus wind, or waterlogging plus low terrain. The universal copy interface can be used by compatible maps or crop renderers without modifying the original fruit density map. Version 1.36.1 fully separates local surface wetness and tyre gloss from plant-available water. Root-zone water can remain at 100 percent while the immediate surface has already dried through sun and wind. The Water-Soil API now derives tyre wetness and mud only from actual surface saturation and the ET0-driven surface-wetness memory. Dry compaction and old ruts no longer create artificial wet gloss. Version 1.36.0 introduces Crop Vitality Visuals 2.0. A persistent 8-metre vitality grid derives visible crop differences from seasonal water balance, waterlogging, nutrients, pH, topsoil/root-zone/subsoil compaction, root health, seedbed condition, weed pressure and mechanical traffic damage. Effects depend on crop phase: establishment mainly changes canopy gaps, vegetative growth changes height, and later stages show persistent underdevelopment and lodging. Mature crops remain fully harvestable because no growth state or fruit density map is modified. Field Info shows crop condition, visual height, density and the dominant stress cause. All vitality values are saved, synchronized in multiplayer and exposed through the Water-Soil API. Version 1.35.7 extends load-dependent soil mechanics. Maximum excavation depth now depends on the Precision Farming soil type: 24 cm for loamy sand, 28 cm for sandy loam, 33 cm for loam and 35 cm for silty clay. These depths are available only on nearly saturated soil with sustained wheel slip and sufficient actual wheel and axle load. Visual Mud Tracks transfers real vehicle mass, payload mass, fill percentage, wheel load, axle load and fill-mass position, so empty and full machines create clearly different ruts and root-zone compaction. Version 1.35.6 corrects Field Info and live weather temperature. Displayed plant-available water is capped at 0–100 percent, while physical saturation and water above field capacity are shown separately as saturation and excess water in millimetres. The “Tracks / sinking” line has been removed from normal Field Info while all values remain available to physics, map layers and savegames. Temperature and dynamic ET0 now use the current LS25 weather temperature instead of the fixed 15-degree fallback. Version 1.35.5 introduces realistic soil parameters for loamy sand, sandy loam, loam and silty clay. Rainfall in millimetres, current rainfall intensity, antecedent moisture, soil structure and compaction now determine infiltration, surface runoff and distribution into topsoil, root zone and subsoil. Machine class, wheel and axle load, tyre width, tyre pressure, repeated passes and actual slip create separate compaction in these soil layers. High slip on wet soil causes permanently stored shear and rut-depth damage; drying does not lift the terrain again. Ploughs, cultivators, disc harrows, power harrows, subsoilers and rollers affect the soil differently according to operation, working depth and soil moisture. Version 1.35.4 completes the Water-Soil API path used together with Visual Mud Tracks. The direct agronomy fallback now also provides retained surface wetness, climatic drying potential, ET0, temperature, wind, humidity and solar radiation. The API capability list explicitly advertises these values. The English mod title, which incorrectly contained the full release notes, has also been restored to a normal short title. Version 1.35.3 ties retained surface wetness directly to the existing dynamic evapotranspiration model. Drying now follows temperature, wind, humidity, solar radiation and actual downward drainage instead of an independent fixed retention timer. Low spots, compacted soil and slowly drained soil still retain water longer because more real evaporation is required to dry them. Version 1.35.2 adds a persistent surface-wetness memory after rain, hail and irrigation. Wet topsoil now loses trafficability over game hours instead of snapping back as soon as precipitation ends, allowing wheel wetness, sinking and mud behaviour to remain consistent with the field state. Version 1.35.1 completes the multilingual Field Info cleanup. English abbreviations hard-coded in Lua were replaced with localization keys, and all 27 Field Info language files now share the same verified key and format-placeholder set. The RWSM bridge also exposes rain, thunder, snow and hail as a shared tire-wetness value so tire visuals can react reliably to precipitation. Version 1.35.0 calculates the natural low areas of every registered field once during map/server loading and stores them in an adaptive topography cache. Runtime soil-water calculations no longer resample the surrounding terrain for every active cell. Depending on map size, a 12–48 m analysis grid limits memory and loading work. Each field receives one to three spaced low-area anchors according to field size. These zones retain lateral runoff longer, drain more slowly and can develop real waterlogging, reduced bearing capacity, increased sinking and root oxygen stress. The RWSM bridge exposes only nearby wet anchors to Visual Mud Tracks; no full-map visual scan is performed during gameplay. Version 1.33 fully aligns the public Water-Soil API with Visual Mud Tracks. The API now provides canonical tire wetness, mud intensity, particle intensity and surface-class values. Visual Mud Tracks can register as the owner of wheel visuals and as the traffic-data producer. RWSM then dynamically delegates tire visuals and does not record the same pass a second time. Without Visual Mud Tracks, the built-in RWSM tire-wetness bridge remains active. Plant-available water and physical soil saturation are now kept distinct: moist soil can create a visible damp film, while actual mud still requires high saturation, reduced bearing capacity or measurable sinking. Version 1.32 registers RWSM as a genuine independent category in the existing map category selector. RWSM therefore appears together with the normal map categories through the selector arrows and state markers, and the standard category is no longer displayed at the same time below the RWSM panel. Every soil layer has a visible show/hide marker; clicking the active row again hides it and “Deselect all” removes the overlay completely. The context panel is visible only in the RWSM category. Traffic observation now uses actual wheel contact positions and no longer loses the controlled vehicle when the player and vehicle occupy the same sampling cell. Repeated passes use a shorter reliable cell cooldown; with a standing crop, wheel load, slip and wet soil additionally damage fine and main roots. Bare soil no longer misleadingly shows 100% root health and instead reports “No living roots”. The recursive tire-shader scan and invalid dynamic wheel nodes are also guarded against the errors shown in log.txt. Version 1.31 connects the original FS25 weed system to the RWSM water and yield calculations. Living weeds consume additional water from topsoil and the root zone according to severity, area coverage, crop type and growth stage. Competition becomes more harmful in dry soil; young maize, potato, beet and vegetable crops react more strongly, while established cereal canopies reduce the later effect. Weeds also compete moderately for nutrients and reduce growth and the persistent RWSM yield potential. After mechanical weeding, hoeing or effective herbicide treatment, the additional consumption stops automatically as soon as the base game removes the weed state or changes it to a non-damaging state. Field Info displays weed pressure, coverage, daily additional water demand, seasonal water consumption and the remaining competition factor. The values are savegame- and multiplayer-ready; the normal FS25/Precision Farming weed yield reduction remains active and is not replaced. Realistic Water & Soil Management adds regional weather progression, soil moisture, irrigation, multi-layer soil physics to FS25. Version 1.30 completely removes the faulty additional RWSM main-menu page and integrates RWSM directly into the existing FS25 map screen, following the Precision Farming extension approach. The original map page, paging, zoom, panning, cursor and hotspots remain untouched. Ten RWSM layers can be selected over the existing map: soil moisture, saturation, topsoil and subsoil compaction, trafficability, rut depth, root health, waterlogging/drought stress, yield factor and irrigation history. A dedicated RWSM field panel shows values for the selected map position, including PF yield potential and the combined expected yield. The PF display for selected farmland continues to include the stored RWSM farmland factor. The FieldPhone remains disabled, groundwater remains an unlimited water source and diesel still has to be refuelled. Version 1.29 adds a dedicated RWSM map tab to the in-game menu. The Precision-Farming-style page displays soil moisture, saturation, topsoil and subsoil compaction, trafficability, rut depth, root health, waterlogging/drought stress, the actual RWSM yield factor and irrigation history at map positions. Field Info additionally shows the RWSM yield factor and the expected yield combined with Precision Farming. The PF displayed yield potential for selected farmland is adjusted by the stored RWSM farmland factor. The FieldPhone is fully disabled for now. The diesel pump uses groundwater as an unlimited water source; its internal WATER fill unit stays hidden and is continuously replenished, while diesel remains a real consumable that must be refuelled. Version 1.28 aligns the coupling beacon directly to the runtime Rainstar input joint used by the game instead of a static I3D helper position. The bottom of the smaller beacon therefore marks the exact Q coupling point, and the assistance is visible only from the diesel-pump driver seat. The diesel sound now starts as soon as the engine is switched on and runs at idle. Engaging the water pump smoothly raises volume and RPM according to pressure; switching the water pump off returns the running diesel to idle, and the sound stops only when the diesel engine itself is shut down. Soil, wheel wetness, water jet, sprinkler, yield and savegame systems were not changed. Version 1.27 connects the locally calculated RWSM soil moisture to the original FS25 wheel system at the actual contact position of every wheel. Local saturation, bearing capacity, track visibility and sink factor are passed into vanilla wheel physics and wheel effects without changing the global wetness of the complete map. Highly saturated soil can therefore create visibly wet or muddy tyres, stronger tracks, softer ground response and matching driving behaviour. Tyre materials additionally receive local wetness and mud visuals while the normal washing system remains responsible for cleaning. Physics stays server-authoritative and clients use the synchronized soil cells for visuals. The water jet, sprinkler movement, yield system, root damage and vehicles remain unchanged. Version 1.26 corrects the previously weak root damage caused by waterlogging. Oxygen stress now starts by crop sensitivity: sensitive crops react after roughly 8–12 game hours, average crops after 12–24 hours and more tolerant crops after 24–48 hours. Fine roots are damaged first and more strongly, while overall root health declines more gradually. Older saves with high waterlogging but unrealistically low oxygen stress are migrated once, so several hundred waterlogged hours can no longer display 100% root health. Recovery begins only after proper drainage and is substantially slower than damage. Field Info, savegames and multiplayer now carry the new root-stress model with decimal values and a damage rating. Water jet, sprinkler movement, hose retraction, pump sound and yield logic were not changed. Version 1.25 now changes actual harvested yield on the server using crop-specific soil moisture, drought stress, waterlogging, root health, compaction, nitrogen, pH, weather and evapotranspiration demand. Seasonal yield potential is saved and synchronized in multiplayer; the physically cut area remains unchanged so all mature crops remain fully harvestable. Existing growth-state visuals are now varied in small background batches on AI fields as well, without advancing crops early or moving mature crops outside their harvestable states. The 220-degree sprinkler sweep is centered on the original vertical pivot and slowed down. The stopSample errors and FieldPhone PNG/mipmap warnings visible in the screenshots have also been fixed. Version 1.24 corrects the sprinkler movement to a true part-circle rotation around the vertical axis. The approximately 220° sector is traversed in about 50 seconds per direction, while the fixed trajectory angle and the proven water jet remain unchanged. The detached reel is now additionally held at its parked position so the sprinkler cart moves toward the reel during retraction. Adaptive pulling force rises only when resistance increases. The selected weather region is saved immediately in both savegame files and is no longer overwritten by an older state during loading. The missing “RWSM Weather” title and the FieldPhone Lua error have also been fixed. Version 1.23 sets the wide-range sprinkler to the approximately 220° sector recommended for full strip width. The sprinkler sweeps horizontally with a deliberately slow calibration of about 40 seconds per direction, while the main water jet remains fixed to the nozzle without vertical pitching. Hose-retraction assistance has been moderately increased without changing retraction speed. The detached hose reel now receives a true automatic parking brake on the reel wheels only, allowing the sprinkler cart to roll freely during retraction. The weather tab is now named “RWSM Weather” in all languages. Version 1.21 keeps the previously working sprinkler rotation, water jet and hose retraction unchanged from version 1.19. Only pump sound and coupling assistance were changed: the diesel loop now runs only while the actual water pump is switched on, stops immediately when switched off, remains at full level within 25 m and fades naturally up to 160 m. From the motor-pump driver seat, the Rainstar connection is additionally shown with a screen icon, distance readout and 3D marker. Version 1.19 fixes the previously silent or overly quiet diesel audio source of the motor pump. The 3D sound is now preferably created directly at the exhaust node and played through the actual sample ID contained in the audio source. Indoor and outdoor volume are set to 100%, full volume applies within 15 m and the audible range is 120 m. When the water pump is switched on, audible RPM rises smoothly according to pump pressure. An XML SoundManager implementation remains available as a fallback. The water jet, Workmode, coupling helper, weather and soil calculations remain unchanged. Version 1.18 keeps the coupling point clearly visible from the motor-pump driver's seat. In this case the real pump outlet is used as the reference, the 3D marker range is increased and the HUD guidance remains visible. The water pump can only be switched on after Workmode is fully deployed and the diesel engine is running; moving back toward Transportmode switches it off automatically. The free-standing Rainstar hose reel receives an automatic parking brake and revised wheel braking. Vehicle mass remains unchanged because it already matches the real T32 85-220. The water jet, weather and soil calculations remain unchanged. Version 1.17 expands the offline weather system to 39 countries. Every country provides North, West, Central, East and South regions. Germany additionally retains all 16 federal states, and every state can also be divided into five cardinal regions. Rainfall, monthly distribution, temperature, evapotranspiration and soil water respond to the selected regional 2016–2025 profile. Northern and southern hemispheres use matching seasons. Country and region names are localized in all 27 language files. The water jet, pump controls, sound and coupling marker remain unchanged. Version 1.16 removes the duplicate pressure and radius key hints from the lower operating status. Controls remain visible only in the F1 action list. The pump diesel now uses a robust tractor sound with a direct audio fallback; it starts with the diesel engine and gently raises RPM according to pump pressure while the water pump is active. The hose connection is marked by a real green 3D beacon at the exact coupling point. The faulty connection check that kept the marker hidden while disconnected has been corrected. The proven water jet remains unchanged. Version 1.14 added the global coupling helper and corrected the savegame XML schemas. Version 1.12 adds a server-authoritative savegame and multiplayer core. Pump pressure, irrigation radius and the hose-reel limit position are stored with the vehicle. Soil moisture, applied irrigation, multi-layer water balance, compaction, rut depth, soil structure, root condition, operation history and precipitation history are stored in a versioned rwsmState.xml and transferred to joining players. The proven water jet from version 1.10 remains unchanged. Version 0.96 improves the FieldPhone with blank live-app screens, clickable dynamic values and a revised Rainstar spray visual. Version 0.86 adds a real, versioned Water-Soil API with a fixed schema. The interface provides soil type, plant-available water, saturation, effective wetness, trafficability, bearing capacity, sink factor, maximum sink depth, compaction and recommended tire pressure. Traffic loads can be reported through the same API and persisted in compaction, rut depth and soil history. Irrigation continues to affect the water balance of all soil layers. Weather, evaporation, infiltration, drainage, waterlogging, nutrients, root health and tillage jointly influence growth and trafficability. Author: Sherman Rainstar 3D model only: JD Power / da-hoffi. Thank you for providing the 3D model. |
| Fehler | 2 |
| Text file count too high. 166 found (max. 2)
File count per store item too high. 135 found (max. 128) | |