duestereLegende
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This mod introduces a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks in Farming Simulator 25. Tires and track systems now wear down based on actual distance traveled, slippage, and various other factors. Your driving style, terrain, weather conditions, the weight being moved, and dynamic load distribution across wheels or tracks all influence wear. Each vehicle and its wheels or tracks track and save wear data individually, independent of the standard GIANTS vehicle wear system. This applies to all farm-owned vehicles—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery rented specifically for missions are not tracked. The goal of the mod is to visually depict realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting their current condition. It supports standard wheeled vehicles as well as machines with rubber or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel tracks, wear calculations consider road wheels based on their actual design, displayed 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 isolated cases, such as two-wheelers, three-wheelers, or specialized machinery mods, may not yet support tracking, but work on compatibility continues. For specific mods, I require the mod files—including i3d files, UV masks, i3d mappings/shapes, and vehicle XMLs—to assess feasibility. As wear increases, visual changes are not the only effect; heavily worn tires lose traction, impacting handling. This can cause a shift in inertia or lag, making the vehicle slide during acceleration, braking, or turning. Tires, suspension components, and track rollers can be replaced at the workshop; costs depend on vehicle type, number and size of tires or track parts, and a small multiplier based on the selected reference mileage. The reference lifespan can be adjusted in settings, with options for 350, 500, and 750 km on smaller or classic 2×2 maps, and 1000, 1500, and 2000 km on larger 4×4 maps and longer operation periods. Note that setting a reference of 1000 km does not guarantee tires or suspension will last exactly that long; it serves as the basis for wear calculation. Actual lifespan may be shorter or longer depending on driving style, workload, and load. The mod also supports wear calculations for AI-controlled vehicles using Courseplay, AutoDrive, or the built-in 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 the standard startup sequence, which could cause glitches. Think of it as a 'Parking Brake 2.0': once ready, the immobilizer disengages, and normal operation resumes. The mod introduces three penalties: first, a loss of traction in tires and suspension components, worsening with wear, though vehicles can still be driven to the workshop with limitations and possibly without a trailer. Second, a speed penalty in AI mode reduces cruise control speed to as low as 20 km/h depending on wear, to maintain control. At normal speeds, the AI system cannot compensate for slippage or traction loss. Manual driving remains unrestricted in speed but will experience handling limitations. Third, tracked vehicles (rubber or steel tracks) face a maximum speed reduction of up to 50%, depending on the wear of the inner road wheels. Once the road wheels are replaced, this penalty is lifted.
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