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farmsim_mod_soilmod's Issues

Spray Types not contributing to moisture

My fields seem to be drying out despite using only liquid fertilizer, slurry and herbicides.. I have sprayed npk daily on all fields and herbcide cc and aa once on crop fields.. either way, should be daily adding to the moisture, but it is not...

Most noticeable on my grass fields, which are now at 0% moisture.. it is taking the fertilizer.. the N PK levels are rising, but the moisture is 0%

If I spray water, then the moisture will rise, but not with any other spray type.

SoilModLogbook

Presenting:

https://docs.google.com/spreadsheets/d/1YZKmiKIE4zMzEvX1EkHdp_wZDLb1wkwkCd9h6lMJPc4/edit?usp=sharing

This logbook contains practical values for costs, time and products-used and has been used by me as a utility to help figure out the right prices and volumes of the products used by soilmod.
The map used is "Old Ridge Farm" and spans 28 days of working the various fields and meadows.
It also contains thoughts on:
logarithmic pH versus linear pH
Solution to the soilmod problem (best practices)

The solutions were done at version x.22 of soilmod. However the prices and mutation-vectors are now from version x.38.

Conclusions/remarks-summary is forthcomming.

Withering and Growth Interval

Hey, GREAT job on the mod.

I was wondering if there was any way to either disable withering or make the growth Intervals further apart? I could change the intervals and disable withering in the FS13 version(in the fmcGrowthControl.lua), but not in this one.

Thanks in advance and I love what you are doing here, it's one of the best mods in the game.

the new grass

should this be sprayed with herbicides or is there still no effect of this?

Crop and soil research

Did some research on the 14 crops listed in soilmod.
Also researched pH, moisture, fertilisers, herbicides, slurry, manure, lime, soilstructure, pollination and rain.
Results are here:
https://docs.google.com/spreadsheets/d/1zw2jEfng4AO1DJNKb3wEVPWePTV4ZGR_Ab-RjweqI8E/edit?usp=sharing

Like to use this to advice Decker on making some minor changes to soilmod. Minor changes because the gameplay aspect of soilmod is pretty well balanced and I don't want to upset this balance.

Please help me to form the right conclusions on sheet 2 'conclusions'.

New layers arrangment issue

Hi,

On map prepared with new layers arrangement instruction, there is issue with default values for NPK and PK, which are respectively 4x and 2x instead of correct 5x and 4x values. Is seems that there is issue with Layer B density file, which was not changed after update in instruction.

Regards.

Wheel Lanes and plowing cover crops

Wondering if there is a work around for using a plow to plow withered crops as fertilizer and using wheel lanes..

In order to plow the crop into the ground, you need to drive over it, destroying the crop before your plow reaches it... this results in about a +2N in the soil rather than +5N if there was no crop destruction...

I can disable wheel lanes when I want to plow a cover crop.. but hoping there is a tweak that can be made. Perhaps making the same exception for withered crops as with grass/alfalfa/luzerne/clover.

Translations - Help needed

I could use some help with the translations.

So if you want to contribute, find the corresponding modDesc_l10n_<language>.xml file, correct the "wrong words", and either send the file to me, or make a 'pull request' if you made a fork of my repository.

If a language is missing, then start making a copy from modDesc_l10n_en.xml and rename to the corresponding language code.

How to get it to work??

I'm a little unclear on what I need to do to get it to work.

I zipped the SoilManagement folder and put it in my mods folder.

I see that Soid Mod is loaded in my mods.. but I don't see any other evidence that is it working

I saw the Map_Instructions.txt and copied the 4 files into the root of my map mod. Is that right?

beyond that I'm not sure what to do?? which files am I supposed to be editing and replacing or adding lines of code?

log : https://gist.github.com/sootysax/1fbc9b7edf4e7da16879/download

Stacking fertilizer's?

I know there is mention of not being able to stack multiple fertilizer's at the same growth cycle.
Not sure if this just applies to Soil Mod's spray types or if it's all types that add any value increase to "N" or PK"?

The reason I bring this up is that I tried adding compost_soil on top of a chopped_straw layer and then plowed. The result was just an increase of 1 "N" and 1 "PK". The soil was darker where the compost was but had no effect on N or PK. Even after a "grow now" cycle was complete- the values did not change.

I apologize if this had already been mentioned.

Fertilizer Fill Type?

I know this also was an issue when SoilMod first came out for FS13. Is there any way for you to adjust SoilMod to allow the sprayer/spreader to lock onto a fertilizer/herbicide type and allow it to fill from the fertilizer trigger when set to a different type.

As it stands, it will automatically switch back to NPK if it is empty when refilling, or if there is anything left in the tank, will not refill until you switch back to NPK.

This is especially important for Courseplay users who want to have a refill course and go back to the field to resume spraying where it left off.. Works with NPK, but not when using other types.

I know the work around is to wait for someone to convert the placeable fill triggers... but not sure you have the info out there yet for them to do so.

released

When will the full version be released?

Fill type hud overlays

Greetings, Decker

I noticed that the names of the hud images for fill types have changed in ver. 2.0.25. Do you think that these new image names will stay as-is in possible future versions?

I ask because my own script for individual fill type triggers points to the hud dds images in SoilManagement.zip. Making my own hud images is an option, but I like the ones in SM just fine.

If the hud dds names are finalized now, I will just wait for SM ver. 2.0.25 or greater to go public before I release my SM tanks map objects.

Thanks,
tater

2.0.31 [mp & sp] effect differences

Hello DeckerMMIV,

i want to report some soilmod effect differences
(we tested serveral times during a multiplayer and single player session)

Swath / Windrows plowed acc. your readme: +3N
Swath / Windrows plowed acc. our tests: +1N
2)
Swath / Windrows cultivated acc. your readme:+2N
Swath / Windrows cultivated acc. our tests: +0N
3)
Manure plowed acc. your readme: +12N, +4PK
Manure plowed acc. our tests: +11N, +4PK
4)
Lime plowed/cultivated acc. your readme: +0,8pH
Lime plowed/cultivated acc. our tests: +0,9pH
5)
Lime spreaded, at groth cycle acc. your readme: +0,6pH
Lime spreaded, at groth cycle acc. our tests: +0,7pH

Other Mods

As far as other mods, I figure for testings sake, should I remove other mods that may not play well with SoilMod Beta like:

GrowthManager
BaleExtension
MultiMowing
GreenManure
Gruenhaksel Mod by UpsideDown
mrLight by bassaddict

Does SoilMod replace, make obsolete or work together with these?

Are there any required mods? GuelleMistMod.zip, ZZZ_ChoppedStraw.zip?

Also:

Are there any other mods available for testing like the placeable fertilizer tanks for N P K, Herbicides or other sprayables?

Sprayer Fill Types and UPK fill-trigger

Hey Decker,
This in a way is related to issue #8
I was working on a mod that involves the UPK mod for a placeable.
This mod has a processor that needs water and money to create the fill levels of your fill types.
(Using money instead of creating 9 new fill types)
I have it set that one can load the 10 spray types from the same spot, these triggers can be activated and deactivated for which spray type is needed. (CP friendly)

My question is I think back in 2013 that you had somehow implemented these fill types into all sprayers and in 15 this may not be the case?
This mod is using fill triggers instead of sprayer fill triggers and the only way I could get any of the others except fertilizer to load was by adding them to the corresponding vehicle xml.
I tried using sprayer fill triggers but I think the UPK script does not allow different fill types other than fertilizer. Here's a line from that script which I'm assuming has something to do with it:
self.fillFillType = UniversalProcessKit.FILLTYPE_FERTILIZER
So I think this won't allow any other fill types.
This probably is more to do with the UPK than anything but thought I'd see what you thought.
Thanks for your time!

Error TerrainLodTexture can only handle 6 data channels per density map type.

Question in forum farming-simulator:

[quote]I have this mistake with pacht 1.3:

Error: TerrainLodTexture can only handle 6 data channels per density map type.

With pacht 1.2.1.0 no show the mistake with this map, I would appreciate help me resolve this error.[/quote]

[quote]Are you using the soil mod from fs-uk? If yes, then this mod is responsible for the error, but Stegei already mentioned in the german section that the next version of the patch will contain a fix for this issue.[/quote]

possible solution??

http://fs-uk.com/forum/index.php?topic=172152.msg1155720#msg1155720

List of Likes/Dislikes?

Is there a list of which crops like which Fertilzer (A,B,C) or Herbicide (A,B,C,AA,BB,CC) each crop likes or dislikes at this time? Or how each fertilizer type corresponds to N or PK, and which crops like or dislike which levels of N or PK in the soil?

SoilMod loads with existing Savegame, not with New Game

I was able to open up an existing savegame that I have with the map I installed SoilMod into.

In trying to start a new savegame with this map, SoilMod does not load.

SoilMod Beta 2.02
Map: Irgendwo_in_Thueringen (SoilMod Installed)
Map Required Mods:
zzz.multifruitmodule_standard.zip
zzz_multifruit.zip
zzz_compostSoil.zip
zzz_choppedstraw.zip
mapbuyableobject.zip
guelleMistMod.zip
CompostMaster_Transportmulde.zip
animationmaptrigger.zip

Log:
https://gist.github.com/sootysax/2b357e3567185b933ff6/download

Be able to see what has been spread...

In the FS13 version, you were able to see which fertilizer was already on the soil when you drove over it.. will that be implemented or was it removed for not being realistic..

Aside from keeping a work log, once the soil is wet, you dont know what has been added or not..

oh, i do see that you can see what herbicide has been sprayed.. this is helpful, never mind

Addition: Growth Stage

Is there a way to add a numerical display of the growth stage to the Soil Mod display?

Always hard to tell the different shades of blue on the map display and what growth stage fields are in..

Thanks!

Too much raise of N level when cultivating crops

Hey Decker,

i'm playing the MIG Map Soilmod beta (which can be found here http://uploaded.net/file/y47zlpcs ).

When i cultivate any crop or manure it gives a much higher rise of the N Level than it should be, from what i tried so far about 10 points. Is there anything i could do wrong to force that, that you are already aware of?

I tested other maps but couldn't find that again. I saw that User Last2Night mentioned something similar at the support topic.

Thanks for any ideas.

Stefan

Mover wont drop windrow after cutting weed

v2.0.10 - Using grass mover FC 3525 F (and others too).

Initially it cuts grass and drops windrow. But after having cut weed, no windrow is dropped, yet the grass is cut.

Additional Spray Tank FT1001 Bug

The additional spray tank Amazone FT1001 is not working correctly. When the UF1801 sprayer runs empty, and it switches over to the additional tank, the spray is not effecting the field soil (in this case, Herbicide type CC). When I chase the tank on foot, the information in the SoilMod display indicates no Herbicide type or days of weed prevention once the sprayer switches to the additional tank.

Both tanks were filled and both are changed to Herbicide CC.

The Glance mod shows that I am spraying Herbicide CC while both tanks are being emptied.

I am not sure if this is also the case with the NPK that I sprayed earlier on the field (or if the additional tank is outputting NPK instead of Herbicide CC). I guess I will have to wait for the growth stage and see if there are sections that are not fertilized (or sprayed twice with NPK) where the sprayer switched tanks.

Suggestion: Spray type stacking / Moisture should be applied hourly

I feel like you should be able to spray multiple types of liquid fertilizer in one day, and be able to stack the level of moisture that is applied. (if you spray fertilzer, herbicide and water - you should get 3x moisture added).

If you already have a script that runs every hour when it is raining and only effects moisture levels, maybe soilmod should run every hour when it is not raining as well, and only apply moisture that has been added. If you run 3 different sprays in three different hours, you could get the moisture of all three sprays.

Plowing crops or windrow gains no N or PK.

I'm trying to plow wheat, barley, alfala or straw windrow into the soil, but am seeing no change in the N or PK levels. Using a cultivator shows a small boost in N as expected.

I thought this might be just on my new map, but I have tested this on several maps, and plowing these things results in no gains. Plowing manure however works as expected.

on new Old Ridge Farm:
https://gist.github.com/sootysax/d5fd7fbb0424cfc39b0b/download

fsscreen_2015_03_17_21_10_37

fsscreen_2015_03_17_21_10_17

on new Thistle Farm:
https://gist.github.com/sootysax/10d2f5e7950236ccb82d/download

fsscreen_2015_03_17_20_48_35
fsscreen_2015_03_17_20_48_06

2.0.29 [mp] spreading NPK,PK,N increases soil moisture

I updated from 2.0.23 to your latest files 2.0.31.

Now after spreading NPK, PK, N soil moisture increases 14% over night.
The darker moisture texture is also shown if spreaded.

But this issue is only occurs during a multiplayer session.
(the same map & same savegame in a singleplayer session do not create this issue)

Thanks for your great work on this mod!
Best regards from Germany
vin_KaiZen

Fast growing cover crops

Crops, from 2nd growth and up to withered (growth stages 3-8);
when plowed adds; +5 N, +1 PK
when cultivated adds; +2 NCrops, from 2nd growth and up to withered (growth stages 3-8);
when plowed adds; +5 N, +1 PK
when cultivated adds; +2 N

Should the above (growth stages 3 and above) have an exception for supposedly fast growing cover crops like alfalfa and clover??

Perhaps being able to plow them under sooner than other crops.

Growth times!

Hi Decker!

How can I adjust the growth times on 5 days a growth phase ??

LG
Paul

Lime does not go very far

Not sure if this is a bug or not.. but when spreading lime, a full tank does not go very far. I wind up having to refill the spreader 5 or 6 times to cover the same area that fertilizer will spread with one tank full..

Working with WheelLanes

So I want to implement your WheelLanes mod for ultra realism and deterrent from driving over crops..

I figure I am going to have to do all my fertilization and herbicide spraying before or just after planting if I don't want to kill crops by having to drive over them to spray.

  1. Will spraying NPK or other fertilizer or lime effect soil nutrition at the next growth cycle if there is nothing planted in the field? Or do I have to work only with manure and slurry?
  2. What are the optimal soil / moisture/ pH levels I should achieve at the time of planting if I want my harvest levels to be at 100% when crop reaches maturity without driving over the crop / spraying at all during growth.

Question : Grass

Sorry for all the quesitons:

Is grass growth effected by NPK, pH and Moisture levels?

Odd herbicide readings in soil condition hud

Hello Decker

I noticed something odd today when spraying herbicide C. After spraying, I drove back over the area while looking at the soil condition info hud.

The info hud shows herb A at the point where the sprayer was turned on. A meter or so further on, the info hud shows herb B. After a couple more meters the info hud shows herb C.

This pattern repeats when the sprayer is turned off. The info hud cycles from C to B then A as you approach the point where the sprayer was turned off.

I wasn't sure if I could explain it properly, so I took some screenshots. Zip file uploaded.
https://www.dropbox.com/s/tgk5rq3k4te3666/herbicideTest.zip?dl=0

The same thing happens with herbicide B.

I verified my grle sizes and tested this again with a clean mods folder and got the same results. The tests were done with SM versions 2.0.22 and 2.0.27. Log files are in the zip with the screenshots.

I have no idea if this is just an anomaly on the info hud, or if the spray type actually cycles when the sprayer is turned on and turned off. Just thought I would let you know about it.

EDIT:

Update to above. I planted all crops that dislike A and B herbicide. Used Herbicide C between each growth stage.

The soil condition hud showed the A-B-C banding at each end of the field as before. There was no adverse effects to the crops in the areas that showed A or B herbicide on the soil condition hud. It seems a safe assumtion that the A-B-C banding is just an anomaly. And all sprayed areas were actually covered with herbicide C.

dryGrass_windrow yield

hi decker

i have a test field ,,, and i have always the same dryGrass_windrow yield

mowing , tedding , swathing , baling
test 1 with soil conditions --> 6.8 / 57% / 5x / 4x = 16 bales from the field
test 2 with soil conditions --> 6.2 / 14% / 4x / 2x = 16 bales from the field

when i use a forage wagon , and i collect grass_windrow i have different yield from the field

is this a bug in soilMod or have i another problem ? ^^
i use the v2.0.25

best regards grazy

Compost_Soil in Soil_Mod?

What do you think of the idea that one can use compost in the soil Mod. The scenario is that you can spread the compost on the field and this works as humus or fertilizer.

Here would be the link to the composting facility of Marhu's page.
http://marhu.net/phpBB3/viewtopic.php?f=139&t=1524

The operation I gather from Wiki
http://de.wikipedia.org/wiki/Kompostierung

Here is an excerpt on the functioning of the compost.
Composting (including composting) is the biological process of nutrient cycle in which organic material easily usable under the influence of atmospheric oxygen (aerobic) bacteria and fungi (heterotrophic microorganisms) is reduced. In addition to carbon dioxide and water-soluble minerals are released, such as nitrates, ammonium salts, phosphates, potassium and magnesium compounds which act as fertilizer. A portion of the resulting reduction in this intermediates is converted into humus.

Today, both amateur gardeners who operate on a smaller scale composting, and waste management in large-scale composting methods make the composting process exploited to produce compost from kitchen and garden waste, organic waste and green waste.

Compost material is suitable for improving soil properties in the gardening and agriculture, of land reclamation, but also for the production of growing media and soil mixtures. Depending on the nutrient content of mature compost is a full fertilizer and can thus make use of additional fertilizers unnecessary.

Factors of composting
In General

The waste to be composted must be composed predominantly of organic components and have only low pollutant and Störstoffgehalte. Impurities are as glass, ceramics, plastics, plastic films and composites, rubber, wood, bone, salt or metals.

Can be decomposed carbon-hydrogen bonds, that is

Carbohydrates that occur in plant material including leaves, tubers, roots and seeds and present, for example, as sugar, starch, cellulose.
Fats, oils, waxes contained particularly in meat, plant material, roots and seeds;
Proteins from meat, fish, vegetables;
and to a small extent lignins are the components of wood, leaves, bark, vegetables and plant fibers. [5]

For the decomposition of organic material, the composting microorganisms need oxygen and because they can take their food only in dissolved form, including water. A good ratio of oxygen supply and water content is the crucial condition for the composting process.

Four groups of microorganisms are the main actors of composting:

heterotrophic bacteria
Actinomycetes
Mushrooms
Protozoa

modSoilModPaint command not working

Hello,

I've try to use commmand modSoilModPaint with no luck. Then I've found line 216 in fmcSoilMod.lua:
foliageName = "fmcFoliage"..foliageName

What is the purpose of adding fmcFoliage to each foliage layer name? fmcFoilage prefix is not used in names of SoilMod layers, there is fmc_ instead. But form my opinion it would be great not to restrict command only to SoilMod layers.

Regards.

filltypeOverlays

Hi .

I´m having this error :
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/kalk.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/fertilizer2b.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/fertilizer3b.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide1.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide2.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide3.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide4.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide5.dds'.
Error: Can't load resource 'C:/Users/Litlebuda/Documents/My Games/FarmingSimulator2015/mods//DondiegoMapReloadet/../SoilManagement/filltypeOverlays/herbicide6.dds'.

I´m lost , because i do not know where should these ovelays be .
Could you please point me in the right direction ?

Thanks

New Herbicida X

Hi,

Just a suggestion about naming the herbicide X.

We can define it as Vinegar as it is the best natural weed killer. Also, we can produce this Vinegar by distillation of all grains of the map.

_Vinegar_ is effective for 5–20% solutions of acetic acid, with higher concentrations most effective, but it mainly destroys surface growth, so respraying to treat regrowth is needed. Resistant plants generally succumb when weakened by respraying.

The other advantage of the vinegar is that can be used to reduce Ph when is high due to over Fertilization of N and manure. This make very acid the soil.

In addition, normally the water use to have a high Ph, then we can use this vinegar to correct Ph of the water as well in the water treatment factory.

These are just some ideas, I don't like the herbicide X as a definition.

Extracted from wikipedia

Organic herbicides
Recently, the term "organic" has come to imply products used in organic farming. Under this definition, an organic herbicide is one that can be used in a farming enterprise that has been classified as organic. Commercially sold organic herbicides are expensive and may not be affordable for commercial farming. Depending on the application, they may be less effective than synthetic herbicides and are generally used along with cultural and mechanical weed control practices.

Other Homemade organic herbicides include:

_Corn gluten meal (CGM)_ is a natural pre-emergence weed control used in turfgrass, which reduces germination of many broadleaf and grass weeds.

_D-limonene (citrus oil)_ is a natural degreasing agent that strips the waxy skin or cuticle from weeds, causing dehydration and ultimately death.

_Saltwater or salt applied_ in appropriate strengths to the rootzone will kill most plants.

_Monocerin_ produced by certain fungi will kill certain weeds such as Johnson grass.

W.I.P. - SoilMod field planner & growing calculator v2.0 multilanguage

Due to the request i offer my created google spreadsheet to calculate your SoilMod fields.
Have fun in field planning:)

English demo version v1.4
https://docs.google.com/spreadsheets/d/1H6v1Uu4k2LwG7Ouno8iqfOOgP268an1wOgDPallphWY/edit?pli=1#gid=1183664817

German demo version v1.4
https://docs.google.com/spreadsheets/d/19mIXQyPOlT8tjgSjTWx5ahf1a_qkiIWaFwMCk04FkaU/edit?pli=1#gid=1183664817

Field Example (Screenshot):
2

UPDATE - 29/05/2015
SoilMod field planner & growing calculator v2.0 multilanguage is just in process - features:

  • multilanguage support - status: 100%
  • map independently - status: 100%
  • support up to 100 fields - status: 100%
  • support up to 30 working steps per field - status: 100%
  • reset buttons (working steps, status) - status: 100%
  • three load- and saveable working step favorites - status: 100%
  • automatical save, load field planning for 100 fields in only one card - status: 100%
  • working steps automatic color formating - status: 100%
  • automatic harvest & withered date calculation & herbicide suggestion on growed fields - status: 0%
  • automatic generated field overview with next working steps for 100 fields - status: 10%
  • diagramms with dynamic harvest output calculation - status: 20%
  • offline standalone tool (as exe file) - status: 0%

GERMAN (finished)
ENGLISH (finished)
POLSKI (finished, thanks to KITT3000)
SUOMI (finished, thanks to Jurkkis)
ESPAÑOL (finished, thank to Vanquish081)
РУССКИЙ (finished, thanks to Gonimy-Vetrom)
DANSK (finished, thanks to jmj486)

Translation file: https://docs.google.com/spreadsheets/d/1FXmSj66Kov7karJK0947sMELSSH6Mjr1-VIeelv0WPg/edit#gid=0

Field borders definition when using modSoilModPaint command

@DeckerMMIV , I was using the console command that you define and it is very useful.

If the field borders are correctly defined in the i3d file, then is working ok, but that is not the case usually

Normally, the borders for a irregular field is quite difficult to define, but we have that data already scanned by two other programs, field status and courseplay.

Just a suggestion, would be possible to calculate fields extensions in the same way that courseplay or field status is doing, based on the actual hedge of the field and not the information that appears in the i3d. Then we will paint all the extension af that field and just the tension defined in the i3d.

Thanks for your work.

PromGames

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