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Real Physics Tire Wear V1.2.2.6 fs25-mods

duestereLegende

175.92 KB

Real Physics Tire Wear V1.2.2.6
Real Physics Tire Wear V1.2.2.6 Real Physics Tire Wear V1.2.2.6 Real Physics Tire Wear V1.2.2.6 Real Physics Tire Wear V1.2.2.6 Real Physics Tire Wear V1.2.2.6 Real Physics Tire Wear V1.2.2.6
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Description:

This mod enhances Farming Simulator 25 by introducing a standalone and highly detailed wear system for tires, rubber tracks, and steel tracks. Welcome to the next generation—the evolution version 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, terrain type, weather conditions, load weight, and dynamic load distribution across wheels or tracks all influence wear. Each vehicle and wheel or track unit tracks and saves 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 of this mod 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. Trailers and implements with their own wheels are included and tracked too. For rubber and steel tracks, the wear of road wheels 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’s over 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 files, UV masks, i3d mappings/shapes, and vehicle XML files—to assess feasibility. As wear increases, not only does the appearance change; 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, component size, and a small multiplier based on mileage. The reference lifespan can be adjusted in settings—options include 350, 500, and 750 km for smaller or classic 2x2 maps, and 1,000, 1,500, and 2,000 km for larger 4x4 maps. Note that the set mileage is a reference point; actual wear depends on 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 inputs during this phase. Think of it as a 'Parking Brake 2.0': once ready, it disengages, and normal operation resumes. The mod introduces three penalties: first, tires and running gear lose traction as they wear, but vehicles can still be driven to the workshop with performance penalties; second, AI vehicles experience a speed penalty, with cruise control reduced to as low as 20 km/h depending on wear, to maintain steerability and route following. Manual driving has no speed restrictions, though performance penalties still apply. Third, the maximum speed of rubber and steel tracks can be reduced by up to 50% depending on roller wear; 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. Version 1.2.2.6 includes updates for mud physics in the mod.

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