Variable Spray Usage

binks
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Joined: Wed Jun 12, 2013 3:36 am

Variable Spray Usage

Post by binks »

I got this mod from modhub but I'm not a farmer and I just don't know how much of herbicide, fertilizer or any other crop protection stuff fo spray on a field. I know that there is an option to increase or decrease spray rate but how am I supposed to know what the correct rate should be when it always starts from 0. Do I need some other mod with it or am I missing something here?
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BoxTunnel
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Re: Variable Spray Usage

Post by BoxTunnel »

There is a table in this thread that seems pretty comprehensive.

viewtopic.php?f=966&t=149008&p=1157824& ... e#p1157824

It's all someone elses work, I don't claim any credit! :biggrin2:
binks
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Re: Variable Spray Usage

Post by binks »

BoxTunnel wrote: Wed Jul 31, 2019 4:04 pm There is a table in this thread that seems pretty comprehensive.

viewtopic.php?f=966&t=149008&p=1157824& ... e#p1157824

It's all someone elses work, I don't claim any credit! :biggrin2:
Thank you for that, I saw it as well, but if I need to manually increase spray rate by looking at the table for every crop, doesn't it defeat the purpose of the mod?
Reading the description I thought the mod will do just that. Adjust the spray rate depending on the field size
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cwattyeso
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Re: Variable Spray Usage

Post by cwattyeso »

No it doesn't defeat the purpose of the mod at all. What variable spray rate does in combination with the data in that table, is allow you to only use the amount of fertiliser, manure, slurry etc that you need on a particular crop, and therefore not waste so much crop by spraying unnecessary amounts. Ignore field sizes, that's not important unless your a player who turning down spray rates so you can fertilise massive fields without ever needing to refill your machines. So what you would actually do is if spraying a Canola Field you would adjust the spray rate to 160 litres a second, if you were doing wheat you'd need to spray at 300 litres per second. The reason being in theory is that this simulates the different nutrient requirements of different crop types.
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kahfs
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Re: Variable Spray Usage

Post by kahfs »

binks wrote: Wed Jul 31, 2019 3:53 pm I got this mod from modhub but I'm not a farmer and I just don't know how much of herbicide, fertilizer or any other crop protection stuff fo spray on a field. I know that there is an option to increase or decrease spray rate but how am I supposed to know what the correct rate should be when it always starts from 0. Do I need some other mod with it or am I missing something here?

Hi. Not easy to figure out. You need information about how much each type of crop needs. Here is a table of spray rates produced by my mod FS19_RealLifeNumbers. Sorry for the misalligment of the columns. Copy and paste to a fixed width font to make it look nice.

Since we can't choose different ratios of NPK fertilizer, it is not possible to meet the need for N, P, and K individually. A more elaborate table is printed out by the mod showing the need for each of N, P, and K along with the N, P, and K content of different organic fertilizers.

The spray rates are for each of three sprayings per year. It is assumed that each spraying covers one third of the need. That is not the way it is in real life. In real life, you might start out with an organic fertilizer, and then in the later sprayings add the missing amounts of N, P, and K by spreading an adjusted ratio of NPK.

So, although not as real as real-life, it is fun to have to adjust the spray rate according to the crop and fertilizer type.

PS. It is all make-belief. The crops will grow at the same rate no matter how much you spray, as long as you spray three times.

The amounts in the table are given in Liters. In real life the amounts of N, P, and K are given in mass per area, f. ex. kg/ha.

Abbreviations for fertilizer types:
Fert: Solid fertilizer
LiFe: Liquid fertilizer, diluted with water
PiMa: Pig manure
CoMa: Cow manure
PiLi: Pig liquid manure
CoLi: Cow liquid manure
Dige: Digestate
Comp: Compost
W : weighted application, giving highest priority to needs for Phosphate

Fert LiFe PiMa CoMa PiLi CoLi Dige Comp
ALFALFA : W: 1000 L/ha 0.53 0.13 12.92 23.01 34.60 36.32 37.88 12.36
BARLEY : W: 1000 L/ha 0.56 0.13 19.70 34.40 35.78 39.55 37.68 13.59
CANOLA : W: 1000 L/ha 0.36 0.08 13.46 24.02 22.63 25.61 24.32 8.49
CARROT : W: 1000 L/ha 0.62 0.14 23.93 42.14 39.56 44.65 41.79 15.10
CLOVER : W: 1000 L/ha 0.08 0.02 2.88 4.87 4.88 5.39 4.93 1.93
COTTON : W: 1000 L/ha 0.28 0.06 9.48 16.93 18.05 19.97 19.53 6.66
DRYALFALFA : W: 1000 L/ha 0.39 0.09 13.80 24.18 24.98 27.66 26.40 9.46
DRYCLOVER : W: 1000 L/ha 0.39 0.09 13.80 24.18 24.98 27.66 26.40 9.46
DRYGRASS : W: 1000 L/ha 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
GRASS : W: 1000 L/ha 0.08 0.02 2.88 4.87 4.88 5.39 4.93 1.93
GRASS_DECO : W: 1000 L/ha 0.39 0.09 13.80 24.18 24.98 27.66 26.40 9.46
MAIZE : W: 1000 L/ha 0.43 0.09 15.22 27.32 27.39 30.68 29.73 10.13
OAT : W: 1000 L/ha 0.36 0.09 12.95 22.32 22.77 25.17 23.58 8.80
OILSEEDRADISH: W: 1000 L/ha 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
ONION : W: 1000 L/ha 0.72 0.17 23.18 40.93 46.05 50.36 49.37 17.10
POPLAR : W: 1000 L/ha 0.55 0.12 21.74 38.69 35.24 40.11 37.64 13.34
POTATO : W: 1000 L/ha 0.49 0.12 17.87 30.44 30.70 33.90 31.26 12.05
RYE : W: 1000 L/ha 0.55 0.13 12.81 22.70 35.63 37.17 38.91 12.74
SORGHUM : W: 1000 L/ha 0.35 0.08 12.71 22.85 22.47 25.26 24.39 8.32
SOYBEAN : W: 1000 L/ha 0.33 0.07 14.71 26.02 20.41 23.93 21.40 7.96
SPELT : W: 1000 L/ha 0.62 0.14 23.93 42.14 39.56 44.65 41.79 15.10
SUDANGRASS : W: 1000 L/ha 0.08 0.02 2.88 4.87 4.88 5.39 4.93 1.93
SUGARBEET : W: 1000 L/ha 0.63 0.15 20.80 35.59 39.81 43.26 41.20 15.29
SUGARCANE : W: 1000 L/ha 0.38 0.09 14.14 24.82 24.17 27.07 25.49 9.21
SUNFLOWER : W: 1000 L/ha 0.20 0.04 6.89 12.39 12.92 14.37 14.06 4.75
TRITICALE : W: 1000 L/ha 0.61 0.14 21.81 38.44 38.81 43.22 41.24 14.65
WEED : W: 1000 L/ha 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
WHEAT : W: 1000 L/ha 0.62 0.14 23.93 42.14 39.56 44.65 41.79 15.10

Lime liter per ha: = 4083 L/Ha
Diluted herbicide liter per ha: = 400 L/Ha

Notice that the numbers must be multiplied by 1000. I.e wheat needs 620 L/ha of solid fertilizer.

I had to extend the rates in VariableSprayUsage to meet my needs.
K. Henneberg/ArmChairFarming. Author of RealLifeNumbers (FS19, FS22)
binks
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Joined: Wed Jun 12, 2013 3:36 am

Re: Variable Spray Usage

Post by binks »

Thank you all for the help:)
Doc3d
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Re: Variable Spray Usage

Post by Doc3d »

(Repeat from different thread)
Realistic numbers is a very very well written mod and has not gotten the credit it deserves, in my humble opinion. It modifies yield, gives you references for seed usage, acreage needed for x amount of bales or calculates how much grassland you need to feed the cows you own etc etc.. incredible work by kahfs.
Now I am just hoping it gets updated to work with seasons. At the current version, RLN changes a lot of the same things as seasons does, so there is bound to be problems with them co-existing. Hopefully RLN gets a seasons update and make me a happy Virtual Farmer
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kahfs
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Re: Variable Spray Usage

Post by kahfs »

Doc3d wrote: Fri Aug 02, 2019 11:28 am (Repeat from different thread)
Realistic numbers is a very very well written mod and has not gotten the credit it deserves, in my humble opinion. It modifies yield, gives you references for seed usage, acreage needed for x amount of bales or calculates how much grassland you need to feed the cows you own etc etc.. incredible work by kahfs.
Now I am just hoping it gets updated to work with seasons. At the current version, RLN changes a lot of the same things as seasons does, so there is bound to be problems with them co-existing. Hopefully RLN gets a seasons update and make me a happy Virtual Farmer
Thank you for the kind words. I'm working on adjusting FS19_RealLifeNumbers so it can cooperate with Seasons. I'm very pleased to see that Seasons has made serious improvements to the animal sector. Now, animals are not all mature when born, they are not fertile when born, and their input and output follow their weight curve. Different animal subtypes have different features (age, weight, etc.). I tried to achieve some of this in FS19_RealLifeNumbers, but Seasons does it a lot better, and now it is all tied to the Season calendar.

For the animal sector, FS19_RealLifeNumbers has a new script. This script enables users to adjust parameters for prices, feed intake and animal product output. The growth model is not modified, as I assume, Realimus Modding has made this as realistic as possible.

FS19_RealLifeNumbers defined the birthrate so that a realistic number of off-springs were born within a reproduction cycle. I have not played with Seasons long enough to see any off-springs being born. So I cannot say for now, if a realistic gain in animal numbers will be obtained with Seasons.

FS19_RealLifeNumbers has as one of its main objectives to provide information aiding the player in planning the game. To this end, information about the number of bales and amount of crop needed for a given herd size, as well as the field sizes needed for each crop were printed out in the log file. As feed consumption now is controlled by the growth curve set up in Seasons and crop yield is yet unknown, a new approach will have to be developed to provide the same information. Therefore, the predictive information in version 1.1.4 will not be available in the next release.

For the crop sector, FS19_RealLifeNumbers no longer adjusts the length of the growth season for individual crops. Seasons uses a growth model which is influenced by weather conditions. In addition, Seasons introduces crop specific features for frost hardiness and soil moisture, so I assume that this will produce individual crop growth durations. As you know, it takes a bit of play time to get to harvest season. So I don't know, if the crop yields specified in FS19_RealLifeNumbers will have any effect.

For the economy sector, Seasons will have an effect on seasonal price variations. Seasons defines the wage for helpers to a very large sum. I use the mod FS19_HelperAdmin to redefine the wage to real-life values. I have been able to reset the buy prices on animals as well as the transport fee. Crop sell prices and commomidty purchase prices listed in the respective menu screens are in agreement with the settings in FS19_RealLifeNumbers. Redefining purchase and rent prices for land and leasing prices for equipment works as before Seasons. I have not tested contracting, but the rewards listed are as set by FS19_RealLifeNumbers.

Normally, I would like to test the mod for an extended period so I can see the effects on animal birth and crop yield. With Seasons, this would take some time, and I feel, it would be better to release a beta version and let mod users report back to what degree the parameter settings in FS19_RealLifeNumbers will be allowed to have their desired effects. So, as soon as I have updated the manual, a new (beta) release will be uploaded to modhoster.com.
K. Henneberg/ArmChairFarming. Author of RealLifeNumbers (FS19, FS22)
Doc3d
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Re: Variable Spray Usage

Post by Doc3d »

kahfs wrote: Sat Aug 03, 2019 12:07 pm
So, as soon as I have updated the manual, a new (beta) release will be uploaded to modhoster.com.
Sounds great! I hope not all info is removed from the log, that was one of my favorite additions and great for planning ahead.
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