In part two, we take a look at the over all soil conditions on the day after planting for our wheat crop on field #2 of the Graceland map for Farming Simulator 15.
Please return again tomorrow for Practical Soilmod Workflow Part 3
Thanks for the lug nuts and the wheel caps, but why did you not address the bloody intersection outside of Tonopah, NV where highways 6 and 95 meet? While I’m anxious for Arizona, I also understand these things take time and I would rather have a beautiful (and fully working Arizona DLC) than some half-thrown together version. But I know the intersection in Tonopah has been talked about on all the various forums. When heading north through Tonopah to Elko, you must really break with reality to navigate this intersection. The traffic just keeps coming and coming and coming.
Please help all of us by correcting this nightmare of an intersection in Tonopah. Also, I still don’t think the cluster of an intersection in Reno is correct. I also understand there are limitations between what can be done in the virtual software world versus what we experience in the real world. But I really doubt traffic on I-80 is slowed to 30 MPH in the real world.
But hey…thanks for the custom lug nuts. Please, please, pleast fix these issues.
Oh My Gosh….I received the below screenshot in an email today. I subscribed to the Cattle and Crops development newsletter. The below is being referred to as user interface concept art for livestock.
I don’ t know any more than this and yes…I’ve also read the comments on forums where some speculate that Cattle and Crops is only vaporware or just a big tease. I hope not. But only time will tell…
I recently blogged about and provided some general information on the wonderful soilmod mod for Farming Simulator 15. That blog post provides a general overview of how soilmod works and most importantly how it changes the entire game play. I’ve spent many hours reading as much information as I can and watching a few hours of YouTube content. While I started to gain a simple understanding of soilmod, I had to actually commit to using it to fully understand how to develop my own process and overall workflow.
Of the several hours of YouTube videos I watched, one thing I really couldn’t find was a simple and practical step-by-step process. Most of my favorite FS15 YouTubers have awesome videos demostrating the soilmod, but they are also doing many other things in the video and don’t really take the time to explain their workflow.
If you are new to soilmod, understand that my process and workflow may not work for you. But I wanted to take the time to document it and provide it to anyone wanting to get more from the farming simulator experience. The soilmod is awesome and if you truly want to take FS15 to the next level (and you play on PC) then give it a try. I think you’ll enjoy it!
Now for my video. This first video will be the longest of the series and includes a general overview of the differences between game play without and with the soilmod. I then discuss my own personal workflow for how I plan, prepare and plant my crops when using soilmod.
During the video, I reference a spreadsheet tool and my own process workflow document to help me keep track of each fields lifecycle from field prep, planting, fertilizer, herbicide and water application through the final harvest. Links to these documents are listed below the video window.
Calculation Tool for Soilmod (version 2.0.2) This is the spreadsheet tool I demonstrated during the video. This spreadsheet will function in Microsoft Excel and Apache Open Office. Apache Open Office is open-source and free for personal use.
I’ve developed my own workflow checklist which I also demonstrated during the video. As this document is my work, you are free to download and customize how ever you see fit.
While I think it is safe to say the soilmod is not for everyone. However, if you are looking to take your farm simulation to the next level…I I hope you’ll try the soilmod. Give it a solid go, have fun and learn from the experience. You may not experience high crop yield immediately, but keep at it. I truly believe you’ll appreciate Farming Simulator 15 much, much more with Soilmod.
Please return again tomorrow for part 2 where I review the soil conditions and action plan after the harvest.
Ok, so this really isn’t my first impression of the Soilmod. I did mess around with it several months ago and failed miserably to grasp the concept. I really had a lot of things going on and just couldn’t take the necessary time to research how this mod changes Farming Simulator 15. But I’ve got to admit that I’m actually enjoying the challenge of using the soilmod and while I’m not sure if I could say I would never farm without it, I’d have to say I’m very close. Yes, I did just recently mention I was starting to use it again. But this post comes about a week into my endeavour and I’ve planted and harvested my first field. I’m pleased with the results.
Before we really dive into my understanding of this wonderful mod, allow me to briefly state how the vanilla (default) game reacts to our process of field preparation, planting, fertilizing and harvesting of our crops. This won’t take very long as we all know the vanilla version of FS15 really only cares about if we seed a field and we earn a bonus for fertilizing. That’s really it. We don’t need to worry about the condition of the soil as it relates to anything at all. It’s dirt and it will grow crops. We don’t need to worry about moisture, we don’t need to worry about pH levels and it doesn’t matter if we spread or spray fertilizer. Speaking of fertilizer, there is no set timeframe for when to apply the fertilizer. It can be done before planting or after planting. Just as long as the fertilizer is applied BEFORE the crop heads into the final growth stage you’ll enjoy the bonus of a higher crop yield. Because of this, I’ve never messed with using liquid sprayers.
My old workflow (before soilmod) typically would be to plow or cultivate the field after the last harvest, While not required and no added benefit, I just did this because I really had nothing better to do. I would then mostly likely spread fertilizer and soon after seed the field. Even on a large map like States or Graceland, I could manage as many fields as I could afford. I typically didn’t have plant withering turned on.
Impacts of Soilmod
Soilmod changes everything and I do mean EVERYTHING about FS15. All the things I previously mentioned that we didn’t need to worry about in the vanilla game are now areas we MUST think about. When you install the Soilmod mod into FS15, it radically transforms Farming Simulator 15 from just a game into a real life farming simulator.
Before I go further, I would suggest you take the time to watch two YouTube videos on the subject of the soilmod. The first video is about 18 minutes in length and if you are like me, I had to watch it several times before I really grasped all it was telling me.
The second video is just over 5 minutes and provides a high level overview of the soilmod.
As I’ve spent several days and many hours reading about the soilmod and attempting to put into practice what I’ve learned on my virtual farm, I’ve also been trying to accumulate additional information to assist me as I go about re-developing my workflow.
Here are a few helpful (at least I find them helpful) reference materials:
For me, I find the Soilmod Calculation Tool to be the most useful. I typically use that to plot and plan how I will initially start the planting process. I’ve developed my own workflow checklist which is sort of a mishmash of all these tools into something I can comprehend. I print these and have them on my clipboard in the virtual farm office. I can quickly at a glance see what needs to be done and I can record the daily numbers for each field to make sure I’m on track to a good harvest.
Putting everything to use
I struggled in the first few days of keeping all my tasks sorted. As I pointed out, Soilmod really does change things. No longer can you just plant, fertilize and then sit back and watch the wheat grow. The soilmod really forces you to be a lot more attentive to details. In addition, you can’t rely on creating the plan based on soil conditions and weather forecast on day 1. Just like in real life, wait 5 minutes and the weather forecast will change. Unfortunately, each time you start up FS15 the weather forecast is recalculated. So on the first day, the weather forecast might show one or more days with temperatures above 22 degrees celcius. Temps above 22 c will have a negative impact on soil moisture. However, if you shutdown FS15 and restart, you may see a completely different weather forecast. From my understanding, the only thing that won’t change is the frequency of rain. If rain is shown in the forecast, then each time you restart FS15 the opportunity for rain will remain.
Coming Days
Over the next few days I will provide more information regarding my use of the soilmod in FS15. I plan to record and release several YouTube videos documenting the planning and workflow I use. This video series will step you through each of the multi-day processes including field planning, preparation, planting all the way up through harvest.
Bottom Line
As you may soon learn and especially after you watch the 5 part YouTube series I have recorded documenting my workflow for the preparation, planting, daily maintenance and eventual harvest that the Soilmod is not for everyone. I really couldn’t agree more with that statement. So I’ll say it again, the Soilmod is not for everyone. However, if you are wanting to take your virtual farming to the next level…then at the very least, you should give Soilmod a solid try. Find a map which is Soilmod ready, install the soilmod mod and get to work. Will you be successful? Will you fail? Perhaps the answer to both of those questions will be YES! But you’ll learn….and you’ll improve…and you’ll feel a level of satisfaction from your game play. YES…you will also work hard at it.
Please return tomorrow for the first part of a five part YouTube series showcasing my process and workflow as I plant a field of wheat on Graceland with the soilmod installed.
Note: This article was written and scheduled for release approx. 10 days ago. Since writing this and the present time, I’ve learned a lot about this wonderful mod. This week will be dedicated to the Soilmod, specifically the Practical Used of the Soilmod modification for Farming Simulator 15. Each day I will release a written blog article and YouTube video covering how I use the Soilmod in my FS15 game play and my typical workflow. I’ll provide some tools and tips and document the process as I prepare a field to plant and harvest wheat.
It’s been several months since I was first introduced to the Soilmod for Farming Simulator 15. During this time life was hectic and I struggled to truly grasp the concept. Out of frustration I removed the mod from my mod folders list and haven’t looked back.
Over the past few weeks I’ve really enjoyed playing Farming Simulator 15 and in really thinking about it, FS15 is has become my favorite simulation based game. I say this because unlike flight sim, truck sim, bus sim etc. you are somewhat limited in what you can do. But with Farming Simulator, you can work crops one day, the next day you can tend to your animals and the next day you can do a little forestry. Not to mention that each of those activities have a wide variety of different equipment to choose from. You can also mix it completely up by playing a different map. Bottom line is there is just so much variety with FS15.
Just a few weeks ago I somewhat re-branded my blog site to better match my simulation game play. Realism through Simulation has been something that I’ve really always considered important and I figured if I really wanted to take my farm sim game play to the next level I needed to master the soilmod. So that is just what I’m doing.
I’ve installed the Soilmod on my Graceland map. The Graceland map is soilmod ready so I spent a few days and harvested all my crops, backed up the game save and then installed the soilmod. But of course, before doing all that I watched a few hours of YouTube videos and read as much as I could online about how soilmod changes the FS15 game play.
I’ll be honest, I’m currently somewhere between lost and confused…but I’m learning. There are some great soilmod reference sheets available and just through my own trial and error, I’m attempting to figure my own way through this. Because at the end of the day, I can read about or what how others do it…but you really must adapt a process which works for you and that is what I’m attempting to accomplish.
Of course, I plan to write future blog articles on my experiences (both postive and negative) about the soilmod and how it is changing my FS15 game play. But for now that will need to wait because I have far more questions that I have answers. So stay tuned…
Would you like to drive your American Truck Simulator or Euro Truck Simulator 2 trucks with a real Eaton Fuller shifter? Soon you’ll be able to do just that thanks to the wonderful and very talented individuals at CSIO Technologies. These guys have figured out how to take a real 18 Speed Eaton Fuller shifter knob, incorportate a little technology and lots of ingenunity and provide to all the truck driving fans of ETS2 and ATS this wonderful product.
But wait!!! It’s not available just yet. However if you act fast, and sign up for their KickStarter project, you may have your fancy shifter knob in May (pre-orders will begin shipping in June).
Last week I reviewed the AutoCombine mod. I’m quite pleased with how the AutoCombine mod performs. Especially on non-square/rectangle fields surrounded with fences, trees, shrubs etc. In recent weeks I’ve been playing the Coldborough Park Farm map and AutoCombine has truly been a blessing. I installed the AutoTractor mod hoping it might do equally well. Unfortunately, AutoTractor just doesn’t work well enough for me to use it.
Here’s the deal with mods like AutoCombine, AutoTractor, CoursePlay etc. or even the default “Hire A Worker” feature. These mods or functions are not perfect. You just simply can’t drive a tractor, combine etc. to a field and expect it to perform a perfect job each and every time. If anything, these mods do often emulate the difficulties a farmer would have with his/her hired workers. In real life, some employees work very hard and do everything just as one would expect, but some do not. This is more or less what we can expect when we use these types of mods that emulate a hired worker performing the task or seeding, fertilizing or harvesting.
Again, much like AutoCombine…the AutoTractor mod simply adds a few more features to the default “Hire a Worker” function in FS15. But unlike AutoCombine…it just do as good of a job. As a matter of fact, I really couldn’t get it to do much at all.
The HUD for AutoTractor
How can I get this mod?
The AutoTractor mod is available here. I have personally downloaded, installed and tested this mod. Unfortunately, I’ve found this mod is just not for me. While AutoCombine handles odd shaped fields slightly better than CoursePlay, the same can’t be said for AutoTractor. While CoursePlay does struggle in the tractor dept. with odd shaped fields, I find it is still better to use CP than AutoTractor. I will keep an eye on this mod and when/if an update is made available, I’ll download it, test it and review it again if necessary.
I noticed earlier in the week that my Steam client downloaded a fairly large update to Bus Simulator 16. To be perfectly honest, the amount of time I’ve spent with BS16 has dwindled to absolutely nothing. I’ve been spending much of my gaming time playing Farming Simulator 15 and American Truck Simulator. I’ve pretty much all but given up on Bus Simulator 16 until they fix a few issues which really bug me.
Bus Simulator 16 was released just over one month ago. While Stillalive Studios have released a few patches to address a few bugs related to game performance, there are several issues outstanding and ONE REALLY BIG ISSUE that really keeps me from enjoying the game and most importantly removes any desire to even blog about it.
I’ve been blogging about simulation based games for over five years. I have attempted to keep any negativity towards a game, a game developer etc. to a minimum. However, for this game…and for this developer….I just find it hard to not speak my mind when it comes to an issue that absolutely drives me NUTS.
Hey StillAlive Studios….FIX THE BLOODY GPS/SAT NAV.
So back to this recent update…According to the Steam discussion group for Bus Simulator 16, the main purpose of the massive update was to position Bus Simulator 16 for a new DLC release. This new DLC is the MAN Lion’s City A 47 M Bus. The cost of this DLC is $1.99 USD. Based on the discussions (again in the Steam discussion group) users have had to ask what the massive update contained as there was no initial information provided. Needless to say, the user base isn’t pleased. Yes, other games developers release DLC and for the most part I always purchase DLC for the games I truly enjoy in an effort to help the developer. I consider this as an investment. In the example of Farming Simulator 15, I purchased the IT Runner DLC but have never used any of the gear. I considered that an investment in FS17. But with regards to Bus Simulator 16 and the new $1.99 MAN Lion’s City Bus DLC…for now, I’ll keep my $1.99 in my pocket.
Hey StillAlive Studios….FIX THE BLOODY GPS/SAT NAV.
I’ll be honest, I launched Bus Simulator 16 this morning fully expecting the GPS/SAT NAV would have been fixed. I say this because I didn’t bother looking up the release notes to the massive download and honestly assumed it contained some fixes that would make me smile. But no….
Here’s why this bugs me so much. To my knowledge, there is not a GPS or SAT NAV device on this planet which does not automatically rotate the map. My cheap Magellan I purchased 6-8 years ago auto-rotates. My more expensive Garmin Nuvi auto-rotates. Any map or navigation app on my Android devices auto-rotate. Back before all this fancy Sat Nav stuff became available/affordable and you were forced to use the old paper street maps, what was the first thing you did when using them? Yep, rotate it based on the direction you were driving. So why on earth would StillAlive Studios not put this functionality in from the very beginning? The GPS system in ATS and ETS2 function correctly. Why not Bus Simulator 16?
While I have no evidence to back up what I’m about to say. But my opinion on why they did it this way is based on either a screwup, a lack of testing or they simply have no clue how a GPS/Sat Nav system is supposed to work.
I’ve attached three screenshots which I captured from this mornings disappointing game play.
I honestly hope I don’t come off as whining about this. Yes the game is functional as it is. But as I’ve pointed out before, if you develop a game and add the word “Simulation” or “Simulator” to the title, then it needs to meet a certain standard of functionality within the abilities of computer technology. This simply causes this game to fail as a simulator in my opinion.
I’ll be more than happy to re-visit this game once another update is pushed out and I hope this is fixed.