Realistic Water & Soil Management (RWSM) V1.3.9.2
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Realistic Water & Soil Management (RWSM) V1.3.9.2

Realistic Water & Soil Management (RWSM) V1.3.9.2 V1.3.9.2 With this update, Realistic Water & Soil Management has been extensively developed, stabilized and optimized in particular for performance, dedicated servers and multiplayer. The existing range of functions is retained, but many internal processes have been made significantly more efficient. Performance & Servers Large calculations are more spread out over multiple frames. Soil, water and agronomy processes further optimized on a chunk/cell basis. Reduced unnecessary constant field and map scans. Existing GIANTS values, WorkAreas and vehicle states are preferred instead of recalculating the same information in parallel. Additional device detection only remains as a fallback for unusual third-party mods. Time budgets for complex calculations introduced or further limited. Reduced temporary Lua tables and unnecessary memory allocations in frequently executed functions. Vehicle, tire and ground contact queries optimized. Detailed tire load, contact force and slip values ​​are only generated when actually needed. With Visual Mud Tracks (VMT) installed, all necessary extended contact information is retained. Storage system The RWSM storage system has been significantly relieved. No regular complete writing of rwsmState.xml during game operation. Saving occurs via the normal GIANTS save game process. Soil moisture, compaction, root health, plant water and other conditions remain in RAM throughout the game. Changes are managed via dirty cells and only synchronized when necessary. The previous periodic weather save has been removed. rainstarWeather.xml is no longer written to the server approximately every 30 seconds. Changes to region, climate or weather year continue to take effect immediately, but are only saved when the game is saved. This means significantly less hard drive access on dedicated and Nitrado servers. Existing save games remain compatible. No manual rescan required. Recovery and security functions for existing saves are retained. Soil & Compaction Soil model further optimized for topsoil, root zone and subsoil. Compression also takes into account, among other things: Vehicle weight Tire and axle load Tire pressure slip soil moisture Soil type Working device Different tillage implements continue to work at different depths. Plows, cultivators and subsoilers retain their respective effectiveness. Seeders and planters do not remove existing RWSM compaction. Tillage is preferably detected via native GIANTS WorkArea events. Roads and non-relevant areas are still excluded from unnecessary calculations. Water balance & plants The water balance remains separated according to soil layers. Precipitation, evaporation, water absorption and drainage are still taken into account. Plant water is calculated depending on soil moisture and root depth. Drought stress and waterlogging continue to influence plant and root health. Root health and fine root condition remain part of the agronomy system. Different crops continue to respond differently to water supply and soil conditions. No unnecessary writes to GIANTS plant growth states. Topography & waterlogging Detection of hollows in the terrain and areas of waterlogging remains completely intact. Topography cache designed to be more performance-friendly. Significantly fewer grid positions per frame. Computation more spread out over multiple frames. Reuse of existing data improved. Temporary tables reduced during terrain evaluation. The mathematical result remains unchanged. Cache is built automatically – no manual scan necessary. Plant heights Plant height/growth evaluation further optimized. Larger map areas are more limited and processed in a distributed manner. The existing 9-point evaluation is retained. Query positions and weights remain unchanged. Fewer temporary storage objects in frequently executed routines. Shader and Scenegraph updates further limited. Field information & map The RWSM field info also shows, among other things: Topsoil water Root zone water Subsoil water Plant water Root health waterlogging Compression Soil structure Precipitation The field info uses existing cell values as directly as possible, without additional complete field scans. The map overlay system has also been revised to be performance-oriented: No permanent overlay calculations when the RWSM card is closed. Map updates limited in time.Soil and agronomy data is fully preserved regardless of the overlay. Weather & Climate The weather and climate system remains completely intact. Precipitation and historical weather values ​​continue to flow into the water balance. Weather data is managed on the server side and synchronized to clients. Region, location and climate year can still be saved. Removing the periodic file save does not change the weather calculation. Rainstar & irrigation The Rainstar has been optimized in several areas. Feed system stabilized. Removed duplicate physical controls when retracting. Native animation no longer runs parallel against the RWSM joint control during autofeed. A defined joint path controls the retraction. Hose length is continuously calculated based on frame time. The entry speed of 60 m per hour of play is maintained. Behavior remains correct even at higher game speeds. Additional strong tension spring control when retracting removed. Regular tightening and unnecessary suspension response are reduced. Downhill protection only works on actual slopes. Automatic limit switch-off and pump off are retained. Transport mode and work mode are retained. Pump pressure, water volume, irrigation radius and water calculation remain fully available. Ground hose The visual Rainstar ground hose has been significantly optimized. Previously, with a segment length of around 4 cm and a hose of 220 m, up to around 5,500 segments could be processed. New: Segment length optimized to approx. 10 cm. This means a maximum of around 2,200 segments. Terrain positions are updated less frequently and only upon actual movement. Position buffers are reused. The appearance and function of the hose are retained. Network & Multiplayer Server remains the authoritative authority for RWSM states. Clients receive synchronized values. Dirty cells are transferred collectively. No complete soil map is constantly sent over the network. Distance and relevance are taken into account during synchronization. Network and server load further reduced. VMT compatibility The collaboration with Visual Mud Tracks has been further improved. RWSM also provides data on soil moisture, compaction, tire/soil contact, slip and other conditions. Once VMT is loaded, all the necessary extended bike and contact data will be generated. Without VMT, unnecessary additional calculations are avoided. Help, GUI & translations Help area extensively expanded. Texts on soil layers, water balance, compaction, tire pressure, slip, irrigation, pumping and field information added. Fixed GUI and DDS issues. Incorrect help graphics revised. All visible texts will continue to be maintained in all languages ​​included. For Czech, the correct identifier cz is still used. Bug fixes The following areas, among others, have been improved: Server stability in irrigation functions. Too frequent cell and terrain queries. Pump and hose conditions. Loading saved irrigation states. Unnecessary terrain and plant state writes. GUI/DDS error. Lua and XML issues. Regular hard drive accesses. Dual Rainstar physics controls. Performance peaks when loading cards. Realistic Water & Soil Management expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features Multi-layered water balance The soil water balance is calculated separately for: Topsoil from 0 to 10 cm Root zone from 10 to 30 cm Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: loamy sand sandy loam Clay silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate Regional climate profiles influence: Precipitation Temperature Evaporation Wind Humidity Sunlight exposure Seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. #Natural depressions and waterlogging RWSM detects local low areas within a field. These areas: collect water dry more slowly have lower load capacity Promote sinking and track formation increase the risk of compaction can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: Topsoil Root space Underbody have an influence: Vehicle weight Payload Wheel load Axle load Tire width Tire pressure recommended field pressure Soil moisture Soil type Slip Speed Cornering Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: Crossings Compaction Track depth Shear damage Plant damage Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.## Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. Multi-layered water balance Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. Long-term compaction with an impact on yield Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. Direct connection to Visual Mud Tracks Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. Local waterlogging in natural depressions Low areas stay wet for longer and become real problem areas. 5. Visible Plant Vitality Elevation, density and stress zones can vary locally without changing crop maturity. 6. Realistic tire pressure influence Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. Root Health and Long-Term Plant Stress Dryness, waterlogging, compaction, pH value and nutrients work together. 8. Functional irrigation Pump pressure, radius and application rate determine the real water input. 9. Different tillage systems Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. Extensive field info Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. Persistent Multiplayer System Ground and water damage is retained and synced after saving. 12. Open Water-Soil API Other mods can read land values and connect their own systems to them. 13. No change in growth stages RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. The pump only reads the real vanilla hose status: Hose not connected → Pump does not start Hose disconnected while pump is running → Pump switches off immediately Weather Hud 3 size adjustment options now available. Normal, small, very small And Vanilla Hud Performance fixes Required mods: Precision Farming Visual Mud Tracks

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