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Visual Mud Tracks V1.4.0.5
V1.4.0.5 – Rut Spacing – Standard spacing reduced from **0.75 m to 0.45 m**. – Also takes terrain/heightmap resolution into account. – Results in more uniform and continuous ruts. Ruts Between Wheel Positions – Up to 12 intermediate points instead of 3. – Reduces gaps and isolated raised points within the wheel track. Teleport Protection – Large vehicle displacements do not create artificial ruts between the old and new positions. Ruts During Rain – Existing ruts are protected against unintended lifting caused by weather or terrain updates. – Only relevant areas near the player are checked. – VMT is permitted only to lower ruts; it must never artificially raise the terrain. Ruts During Moisture Changes – RWSM can specifically report affected areas to VMT. – Only these areas are monitored. – No unnecessary full-map scanning. Soil Cultivation – Ruts beneath currently loaded wheels are no longer lost during cultivation. – Restoration attempts are retried after a delay if necessary. – Only genuine GIANTS cultivation operations are permitted to reset ruts. Restore Queue – Limited processing. – Maximum of 8 cells per pass. – Tasks that are no longer relevant are automatically removed. Savegame Ruts – Fixed errors occurring when merging multiple ruts within the same cell. – Original heights are no longer incorrectly interpreted as additional rut depth. Multiplayer Chunk Sync – Stationary players no longer constantly trigger a complete rebuild of the area of interest. – Reduces memory usage and load spikes. DensitySyncBroker – API **5 → 7** – Version **B5 → B7** – Optional GIANTS sync APIs are only searched for during a limited timeframe. – No more continuous scanning. – Position checks occur only after significant player movement. RWSM Integration – When RWSM is active, VMT no longer performs its own parallel ground regeneration. – RWSM remains the sole authority for ground biology. Standalone Regeneration – VMT regeneration remains active when RWSM is not used. – Calculations are distributed across multiple frames. – Fewer FPS and garbage collection spikes. Traffic Data – Reusable data structures instead of new Lua tables for every wheel contact. – New stable contact identifiers. – Reduced garbage collection in the hot path. Rut Calculation – Sample and offset tables are reused. – Diagnostics active only when explicitly enabled. Sherman Runtime Core – API **2 → 5** – Version **1.0.3 → 1.0.6** – More robust validation of vehicles and WheelPhysics. Shop/Preview Vehicles – Temporary shop vehicles are no longer treated as standard mission vehicles. – Prevents access to invalid WheelShapes. WheelShape Safety Checks for: – valid mission vehicle – valid physics – valid RootNode – existing WheelShape – valid WheelShape ID GIANTS Wheel Update – Native GIANTS wheel update always runs first. – VMT/RWSM hooks run subsequently. – Errors in VMT can no longer block native wheel physics. Contact Force – Unsafe direct WheelShape call removed. – Contact force is derived more safely from tire load. Vehicle Registry – Safety check no longer runs every 30 seconds. – Now runs approximately every 120 seconds. – Rebuilds only occur when the vehicle count actually changes. Optima Support – Irrifrance Optima 1036 is recognized by the RuntimeCore as an irrigation machine. Shaders During Loading – No shader access during map or vehicle loading. Activation occurs only after `onLoadMapFinished` plus an additional delay. – Intended to reduce hangs during “Compiling shaders.” Wheel Shader Hooks – No longer uses a permanent global `wheel:update` shader hook. – Tire materials are updated only when necessary. Tire Count – Only relevant, visible tires are managed for shaders. – Auxiliary, baler, and support wheels do not cause unnecessary shader processing. Hay / Straw / Windrow Improved detection of: – Hay – Straw – Windrows – Dry grass – No longer incorrectly treated as water sources. Shader Flickering – Transition between field ground and `GROUND_HEIGHT` stabilized. – Windrow contact now includes a brief hold time. – Reduces visible tire flickering on hay and straw. Wetness on Windrows – Incorrect native wetness values are filtered out. – Actual rain and existing mud remain visible. Tire Soiling – Mud accumulation begins slightly earlier on damp ground. – Wheel slip and sinking have a greater impact on soiling. – Wet ground causes tires to get dirty faster. Multiplayer Tire Status – Synchronization now includes the active status of the VMT mud overlay. – Prevents shader state discrepancies between server and client. Visual Mud Tracks expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils. The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage. Required mods: – Realistic Water & Soil Management (RWSM)
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Visual Mud Tracks V1.4.0.5
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