Re: Direct Seeder Help/Recommendations
Posted: Sun Aug 07, 2022 10:58 pm
Did a little testing on a different map. The RTK building appears to have no impact on the line of unseeded field running parallel to the direction of travel. Additionally, said parallel strip has little to do with available turn around space at the end of the field. As for unseeded perpendicular strips of land, it isn’t related to any one kind of drill. And it has nothing to do with the AI. I highly doubt they’re driving along and intermittently lifting the seeder off the field and then dropping it back down, leaving unplanted land perpendicular to the direction of travel. These spots of field left unseeded appear to be related to the fields themselves. The dips and rises, and general un-smoothness are causing these issues. In an effort to make a more “realistic” experience, we are saddled with the consequences of adding a “feature” to the game. Fans: In real life, fields aren’t smooth. Giants: Okay, make a note to make undulating, non-smooth fields in next game. So unless there is a way to make the fields completely level and smooth, unseeded sections are just going to be annoying.
I did notice an overlap when not using RTK building. In a really large field, this could equate to a full extra pass. It would take a lot of fieldwork to make up for the construction cost of placing an RTK. So, it comes down to role-play.
I did notice an overlap when not using RTK building. In a really large field, this could equate to a full extra pass. It would take a lot of fieldwork to make up for the construction cost of placing an RTK. So, it comes down to role-play.