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Hyper Realistic Maintenance 2 V1.1 fs25-mods

zasty chalk

127.46 KB

Hyper Realistic Maintenance 2 V1.1
Hyper Realistic Maintenance 2 V1.1 Hyper Realistic Maintenance 2 V1.1
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Description:

Your engine wears out. Your oil gets dirty. Your turbo fails if you never service it. This is what "realistic maintenance" should have meant all along. Hyper Realistic Maintenance 2 adds a deep, ongoing mechanical simulation to every motorized vehicle in your save — tractors, trucks, harvesters, and cars — with real gameplay consequences, not just cosmetic numbers. **What it simulates** - Engine: 5 independent components (cylinder, piston, bearings, crankshaft, valves) that influence each other — cylinder wear increases blow-by, which contaminates your oil, accelerating wear further. - Thermal: coolant temperature rises with load and overheats if your radiator is degraded. - Fluids: oil level/contamination and coolant level, both trackable and serviceable. - Drivetrain: clutch, gearbox, turbo, and battery/starter wear over time. - Failures: probabilistic breakdowns that ramp up sharply past ~35% wear on the relevant component — critical overheating above 118°C is guaranteed, not luck. - Per-vehicle-type behavior: tractors, trucks, harvesters, and cars wear at different, realistic rates. Real effects, not cosmetic. - Genuine power loss — reduces actual available engine torque, you’ll feel it in the field. - Real no-start conditions — a dead battery or worn starter can actually stop your engine from turning over, with an on-screen warning. - Harvesters lose real threshing efficiency as engine health degrades. **Scheduled maintenance, like the real thing** - 10 serviceable items (engine oil, filters, hydraulic/transmission oil, coolant, grease, belts, and more), each with its own interval and a real farm-money cost — scaled automatically to the vehicle’s actual horsepower. Let service slide too long and wear accelerates up to +120%. - 3-page in-vehicle HUD — overview, detailed engine diagnostics, and maintenance status — position adjustable from the in-game Settings menu. The game’s own repair screens (store, farm workshop, mobile workshop) now perform a full HRM2 service too. **Compatibility** - Runs entirely standalone. If you also install the 4×4 Traction System mod, the two detect each other automatically — their HUDs won’t overlap, and running in 4WD/diff-lock adds a touch of extra, realistic drivetrain stress. Neither mod requires the other. Singleplayer only for now; state isn’t yet saved to the savegame (see the README for the honest list of current limitations). **V1.1.0.0** - **NEW FEATURES** - Custom in-workshop selection windows - Every maintenance and repair stage now opens as its own window with a scrollable, selectable list to exactly choose which items to fix with individual Yes/No toggles, instead of an all-or-nothing confirmation. - New stage: periodic maintenance by calendar time - A second maintenance track now runs alongside the hours-based one, covering items that degrade with age rather than use — belt/hose aging, corrosion protection, fuel system stabilization, and battery health checks. - New: Detailed Technical Inspection - A paid, time-based inspection (parts + hourly labor) that reveals specific internal wear — piston condition, compression loss, bearing wear, crankshaft wear, valve wear, ring blow-by, carbon buildup, turbo wear, clutch wear, gearbox wear — instead of a generic health percentage. - Full Overhaul rebuilt: 12 individually selectable repairs - The general overhaul stage now lists every component separately — pistons, compression, bearings, crankshaft, valves, blow-by, carbon buildup, turbo, clutch, gearbox, axles/differentials, and battery — each with its own cost. - Realistic, game-clock-synced repair time - Repairs take realistic amounts of time (minimum 1 hour, up to a full day for a major overhaul) and are synced to the in-game clock, waiting scales naturally with the game’s time speed setting. A HUD countdown shows time remaining. - Labor costs - Every repair stage now charges an hourly labor rate on top of parts. - Customization locked during repairs - The vehicle’s configuration screen is now disabled while a repair is in progress, preventing accidental loss of repair progress from mid-repair reconfiguration. **FIXES** - Critical: a scoping mistake meant several core functions (applying repairs, deducting money, advancing to the next stage) silently failed when called from the new selection windows. Now fixed. - General overhaul pricing was capped unrealistically low regardless of vehicle value. Now scales with the vehicle’s actual price. - Scheduled maintenance intervals were based on real factory service intervals (many over 900–1000 operating hours), effectively unreachable in a normal save. Recalibrated to a 5–20 hour scale. - Engine temperature now resets to ambient when a repair finishes. - Downtime from consecutive repair stages now correctly stacks instead of overwriting. - The detailed inspection report now always appears, and waits for confirmation, before the stage it’s relevant to. - Selection windows could render unstyled and full-screen due to a shared-resource loading order issue. Fixed. - The engine is now explicitly stopped when a repair begins, even if another mod tries to restart it. - All HUD readouts (engine, oil, temp, coolant, pressures, transmission, turbo, battery, power, page names, vehicle class) now respect the selected game language — previously several were hardcoded in Portuguese regardless of language setting. - The repair button no longer shows a stale native price once repairs are handled through the mod’s own windows. **COMPATIBILITY** - No changes to save-game compatibility. MP not supported yet.

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