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This mod enhances Farming Simulator 25 by introducing a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks. The next generation, the next stage of evolution: 2.0! Tires and track systems (rubber or steel) now wear down based on actual distance traveled, wheel slip stress, and various other factors. Your driving style, ground conditions, weather, load weight, and dynamic load distribution across wheels or tracks all influence wear. Each vehicle and its wheels or tracks track and save wear individually, independent of the standard GIANTS vehicle wear system. This applies to all farm vehicles—whether purchased, rented, or leased. AI traffic, other farms’ vehicles, or machinery rented specifically for missions are not tracked. The goal is to visually display realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting their actual condition. It supports conventional wheeled vehicles as well as machines with rubber or steel tracks, including trailers and implements with their own wheels. Wear of road wheels for rubber and steel tracks is calculated based on their design and shown separately via a combined icon. Most in-game vehicles and many mods have been tested; while 100% compatibility isn’t guaranteed, it exceeds 90%. Some cases, like two-wheelers, three-wheelers, or specialized machinery mods, may not support tracking yet, but work is ongoing. For specific mods, I need the mod files, including i3d, UV masks, i3d mappings/shapes, and vehicle XML files, to assess feasibility. As wear increases, visual changes occur, and heavily worn tires lose traction, affecting handling. This can cause the vehicle to slide during acceleration, braking, or turning. Tires, suspension, and track rollers can be replaced at the workshop, with costs depending on vehicle type, number and size of components, and a small multiplier based on the reference mileage. The reference lifespan can be adjusted in settings, with options like 350, 500, and 750 km for smaller or classic maps, and 1,000, 1,500, and 2,000 km for larger maps. Note that setting 1,000 km doesn’t guarantee tires or suspension will last exactly that long; it’s a basis for wear calculation, influenced by driving style, workload, and load. The mod also supports wear calculations for AI-controlled vehicles using Courseplay, AutoDrive, or Giants AI. To ensure smooth operation, an electronic immobilizer locks the vehicle until startup and system initialization are complete, preventing external input during this phase. This is necessary because Courseplay and AutoDrive bypass Giants’ standard startup sequence, which could cause issues. Think of it as a 'Parking Brake 2.0': once ready, the immobilizer disengages, and normal operation resumes. The mod introduces three penalties: first, traction loss depending on wear level, though vehicles can still be driven to the workshop with performance penalties; second, a speed penalty for AI vehicles, with cruise control reduced to as low as 20 km/h depending on wear, to maintain steerability and route following. At normal speeds, AI cannot compensate for tire slippage. Manual driving has no speed restrictions, but penalties still apply. Third, maximum speed of rubber and steel tracks can be reduced by up to 50% depending on wear of the inner rollers; replacing rollers removes this penalty. Current wear levels can be displayed directly in the HUD when using the 'FS25 Lights & Symbol HUD' mod, so it’s recommended to install it alongside this mod. Performance and code have been optimized for better efficiency, with no functional changes.
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