LS25 Realistic Water & Soil Management (RWSM) V1.3.9.0







LS25 Realistic Water & Soil Management (RWSM) V1.3.9.0
V1.3.9.0
The bug where the weather wasn’t applied correctly and it was constantly raining has been fixed.
REALISTIC WATER & SOIL MANAGEMENT – RWSM
Changelog 1.38.42.0 to 1.38.45.112
Rainstar / irrigation
– Rainstar hose retraction technically revised and neatly coupled to the connected water pump; Removed duplicate input contexts and adjusted F1 HUD to actual pump/connection state.
– Retraction speed of the Bauer Rainstar T32 increased from 30 to 60 m/h; Remaining time display adjusted accordingly.
– Slow final approach is maintained so that the sprinkler carriage is pulled towards the drum in a controlled manner.
– Automatic slope/holding brake for the sprinkler trolley added. As long as no retraction is running, rolling away is prevented; When starting, the brake remains active briefly until the hose tension is built up and then releases automatically.
– The drum unit is held in work mode via the main physical body. A permanent X/Z anchor position prevents the drum from moving downhill or backwards as the sprinkler cart is further extended.
– A tractor on the sprinkler truck no longer releases the drum lock; Only transporting the drum unit or leaving work mode releases the anchor.
– Traction force significantly increased without further increasing the 60 m/h target speed.
– Adaptive pulling force expanded to 9 finer levels. Smoothed readings, hysteresis and delayed downshifting reduce swinging between force levels and ensure more consistent feed-in, especially at 1x game speed.
Irrifrance Optima 1036 (Handed over to honved4)
– Optima fully integrated with RWSM water, pump, pressure, irrigation and soil moisture logic.
– Own AutoReel implemented with up to 550 m of hose travel and GIANTS-native component/joint 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; Devices that have already been purchased remain loadable via legacy compatibility.
– 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 selectable between off, 50%, realistic and 125%.
– Settings are saved savegame-safe and synchronized on the server side in multiplayer.
– Menu/L10N bug fixed; New and changed visible texts are maintained synchronously in all existing mod languages.
Soil / water / compaction
– More realistic post-harvest soil model: Heavy traffic can cause real compaction when soil is wet; Rain alone does not create unrealistic deep compaction.
– Heavy rain can cause siltation and surface crusting on uncovered, harvested or cultivated areas; Crop residues reduce the risk.
– Crusting can reduce infiltration and is assessed in the field information with recommendations for action.
– Deep loosening is only recommended if deep compaction is actually present and the soil is sufficiently stable.
– The entire RWSM field grid was converted to a uniform 2 x 2 m grid. This means that soil water, topsoil/root space/subsoil, compaction, driving load, root damage, plant stress, waterlogging, irrigation, yield/agronomy cells, plant height assignment and field information work in a much finer spatial manner.
– The previously tested separate 1m tramline solution has been completely removed after it caused instability when boarding vehicles.
– Old 8/12m cells are migrated to the new 2m grid upon loading; Existing water, compaction, waterlogging and damage values are retained.
– The topography auxiliary cache for sinks remains adaptive for performance reasons and is not kept as a 2m full map scan.
Performance / management map
– Extensively optimized management map and read caches without removing stored land values or map layers.
– GIANTS terrainSize, ownership data and field masks are cached and reused; Farmland ownership is updated based on events.
– Field/road masks are shared and only invalidated locally when there are real changes.
– Finished screen rectangles are reused; Map layers are preloaded in the background with a small time budget.
– Read proxy invalidation is cell-based instead of global.
– GIANTS/Precision Farming data for soil type, nitrogen, pH, weeds, weather, ownership and field status will continue to be used directly.
Plant Height/Crop Vitality
– Plant height expanded from a special corn solution to a general cross-crop solution.
– GIANTS growth states, harvest maturity and fruit density maps are not changed for the visual height change.
– Five fixed RWSM height classes: 100 / 90 / 80 / 70 / 60%.
– Fruit-specific render profiles for cereals, corn, oilseeds, legumes, grass, rice, leafy/root crops and compatible mod crops.
– Beetroot, sugar beet, potatoes, carrots, parsnips and similar crops react visually more strongly than tall grain crops.
– Bad cells that already exist are taken into account directly when the map starts. Multiple neighboring samples and stable treble mixing reduce hard block edges.
– Shader writes are budgeted over multiple frames; no permanent full field scan and no additional parallel plant grid.
– Plant height is locked after map start per real GIANTS growth phase. Changes in moisture, stress, irrigation or soil do not immediately change height within the same growing season. The level will only be reassessed at the next real growth state change.
– Crop rotation or new sowing resets the phase lock correctly.
– Remaining maintenance commands: rwsmCropHeightStatus, rwsmCropHeightRebuild, rwsmCropHeightVisualReset.
Field Info
– Field info uses current live values for weather, precision farming, culture and water stress.
– “Plant water / root space” divided into two lines: first line Kc/Ks, second line available water/RAW.
– Waterlogging is explicitly displayed again when the culture is active.
– Root depth, root health, O2/drought stress, soil structure, compaction and yield factors are retained.
Weather / Weather HUD
– Weather HUD shows the time of the next actual weather change, e.g. B. → 6:30 p.m. or the following day → +1 2:00 a.m.
– Time comes directly from the synchronized GIANTS/RWSM forecast queue; no additional weather calculation and no permanent polling.
– Weather region, state/country and climate year have a config revision and are stored redundantly in rainstarWeather.xml and rwsmState.xml.
– When loading, the newer valid configuration wins; Old save games without revision are automatically migrated and both sources are synchronized.
– A mod/ZIP update should no longer reset the selected weather region.
Savegame security / ground data
– Persistence of soil, water and agronomy cells significantly secured against data loss during mod updates.
– rwsmState.xml is first fully loaded into temporary tables and validated; only then are active cell tables replaced.
– loaded=true is only set after a successful restore or when the game state is clearly new.
– New saves store expected cell counts, cell sizes and a persistent state revision.
– If the saved and loaded cell numbers do not match, the restore is rejected and save protection is activated.
– In the event of loading, XML or schema errors, an existing rwsmState.xml is not overwritten by empty/default cells.
– When loading successfully for the first time, rwsmState_backup.xml is created once as a recovery copy and is not automatically overwritten afterwards.
– Older savegames remain readable and receive the new protection information the next time they are successfully saved.
Compatibility
– No additional write access to GIANTS Growth States or Fruit-DensityMaps for the plant height function.
– Precision farming remains authoritative for its own soil, nutrient and pH data.
– Multi-layered hydrology, compaction, root damage, waterlogging, irrigation and season/yield history remain persistently stored.
– Existing save games should be able to continue to be used without restarting the career and migrated to the new 2 m grid.
Current status: RWSM 1.38.45.112
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
