Farming Simulator 25 mods
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John Deere 8000 Series Dark Style V1.0
– Price: 95,000$ – Power: 160-2000hp – Top speed: 60 km/h Configurations: – Beacon lights – Flash light – Fenders – Exhaust – Wheels – Sticker – Flag – Mirrors – Front weight and front hydaulic
State Ledger V1.0.1
State Ledger V1.0.1 The disk I/O bedrock of the Realistic Farming mod ecosystem. StateLedger is mod 1 in the load order: it collapses every companion mod’s savegame data into one atomic XML write and one atomic load. Without it, each mod writes its own file in one save window, and a crash or force-quit mid-window can corrupt the later files and lose progression permanently. StateLedger removes that failure mode by batching everything into a single file. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. V1.0.1.0 A small but important fix for how State Ledger remembers information between play sessions. What’s fixed Saved state no longer carries over incorrectly between separate career sessions No save migration needed. Existing saves load as normal. Author: tisonK Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Tumosan 5155 V Beta
This is a mod I adapted from FS22 to FS25 engine option: 5155 cover option 58 HP 4WD 2WD canopy option weight configurations
Finanzierung v1.0.0.0
Finanzierung v1.0.0.0 Mod, der Ihr Fahrzeug und Ihre Werkzeuge über 6 Monate, 2, 5 und 10 Jahre finanzieren kann. In der finalen Version wird es eine grafische Benutzeroberfläche geben, mit der Sie die Finanzierung Ihres Fahrzeugs verfolgen können. Wenn Sie einen Vorschlag haben, zögern Sie nicht. Tags: Finanzierung Ihres FahrzeugsIhr FahrzeugIhre WerkzeugeWenn Sie
Time Guard V1.0.1
Time Guard V1.0.1 The economic-time bedrock of the Realistic Farming mod ecosystem. Time Guard is mod 5 in the load order. The economy mods each used to hand-roll their own day and month detector off the frame loop, only one respected the days-per-month setting, and their timing did not agree. Time Guard gives them one shared in-game calendar clock: it fires on the game’s own day, month and year changes, normalizes the days-per-month setting in one place so a game month and a game year always carry the same economic weight on any save, and tells each companion mod exactly when to settle its money, once, at the right moment, even across a save and reload. It never moves money itself. It only schedules the cadence and hands each mod its own turn to pay or charge, server-side and once. There are no settings of its own to worry about. Install it, keep it loaded, and let the companion mods use it. V1.0.1.0 Reliability fixes for the shared timing service the suite runs on. What’s fixed No more duplicated hooks when a mission reloads Fixed an interrupted setup retry so the service comes up cleanly No save migration needed. Existing saves load as normal. Author: tisonK Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Brabus B63S-700 6×6 V1.0
Please note: This mod is a direct conversion to FS25. I only did the conversion process to make it playable in the new game. It is fully drivable, but there are some known issues. Shop category: Cars Base price: $813,000 Power: 700 hp Top speed: 225 kph Configurations: – Wheel setup – Engine: 5.5-liter, Twin Turbo V8 Known Issues / Bugs: – Headlights and taillights do not light up properly (material issue). – Light beams are not positioned correctly. – Minor texture issues on the body. – Collision bug: when hitting another vehicle, the Brabus tends to climb/drive over it instead of stopping.
Transport Company v1.3.1.0
Your map is already full of silos, dairies and mills moving goods between them. None of it pays you a penny. Buy a headquarters and it does. Freight jobs are generated from the stations that already exist on your map, priced against the live economy. Haul them yourself, or put a driver in the cab and let the base game AI run the route while your fleet quietly books the miles, the diesel and the profit truck by truck. Contract Board – Jobs are generated from real stations on your map, using the live economy price of the goods to set the reward. Two Ways To Run A Job 1: Haul it yourself -> Load at the pickup, tip at the destination. Progress moves as you tip. 2: Hire a driver -> Hands the route to the base game AI as a Load & Deliver job. Per-Truck Books – The base game only keeps farm-wide statistics. This tracks every truck separately. Company Ledger – Revenue, driver wages, fuel, distance and job count for the company as a whole, followed by a history of every finished and expired contract, newest first. – Company figures are tracked separately from the fleet on purpose; a load you tip yourself cannot be pinned to a specific truck, because the station reports liters and a position, never the vehicle that delivered them. Dispatch Office – Four tabs in the in-game menu, built from stock FS25 menu widgets so it looks and behaves like the rest of the game. V1.3.1.0 A couple of usability improvements for running your transport business. What’s new – Dispatch is now hidden until you have a headquarters, so it stays out of the way early on – New contract type toggle so you can filter the kinds of contracts you take No save migration needed. Existing saves load as normal.
Tax Mod v1.1.6.0
Adds realistic tax system to your farm. Features: – Daily tax deductions based on farm balance – Monthly tax returns (percentage of taxes paid) – Three tax rate levels: Low (1%), Medium (2%), High (3%) – Configurable minimum balance threshold – Tax history and statistics tracking – Professional in-game notifications – Fully configurable via console commands – Multiplayer compatible – Settings saved per savegame – Type ‘tax’ in console for commands Please be aware: – You need to have developer mode enabled in order for you to open the console. – This can be done in your FS game folder, then look for the “game.xml”. – Change to “true” V1.1.6.0 – Same tested build as the brief 1.1.5.60 release, with a corrected version number. What’s fixed – A settings save during load could abort the game load with the full suite installed; that is fixed – Cleared the HUD toggle default key binding so it ships clean What’s new – Economy scaling now follows the shared difficulty options – HUD styling and layout improvements No save migration needed. Existing saves load as normal.
Marston ACE 10 grain and silage trailer V1.0
THIS IS NOT MY MOD IT IS Mattxjs all creds go to him for making this amazing mod this is marston ace 10 grain and silage trailer enjoy Price 12.500 how much it holds 14500 bulk tipper maxthemodelman Rovan Modding Mattxjs
Hydroponic Greenhouse – Herb Cultivation V1.0
Hydroponic Greenhouse – Herb Cultivation V1.0 With the Hydro Greenhouse, you can bring a modern and sustainable form of herb cultivation to your farm. Here, you can grow various popular culinary and spice herbs under controlled conditions and then process or sell them. Required materials To operate the Hydro Greenhouse, you need: Water Hydromineral Seeds Compost With the right ingredients, you can ensure optimal growing conditions and continuous production. Produceable herbs In the Hydro Greenhouse, you can grow the following herbs: Basil Parsley Rosemary Sage Chives Thyme Lemon balm The harvested herbs can then be sold directly. Sustainable & versatile The Hydro Greenhouse is particularly suitable for farms that focus on small-scale production and diverse product cycles. The combination of water, Hydromineral, seeds and compost creates a modern production chain that adds a varied branch of business to your farm. Have fun growing and harvesting! A suitable production for further processing is planned Author: Tamara von Graf, MaximvonGraf Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Realistic Water & Soil Management (RWSM) v1.4.0.2
Realistic Water & Soil Management – RWSM **Realistic Water & Soil Management*expands Farming Simulator 25 with a permanently stored water, soil and plant balance. Rain, irrigation, evaporation, soil type, terrain, compaction, tire pressure, tillage and plant development are directly intertwined. As a result, fields no longer only react with simple conditions such as “dry” or “wet”, but rather have a multi-layered water balance with topsoil, root zone and subsoil. Natural depressions stay moist longer, heavy vehicles compact wet soil more and inadequate tire pressure increases the load on the topsoil. These influences have long-term effects on soil structure, root health, plant development and yield. Features – Multi-layered water balance The soil water balance is calculated separately for: – Topsoil from 0 to 10 cm – Root zone from 10 to 30 cm – Subfloor from 30 to 60 cm Precipitation, irrigation, evaporation, seepage, drainage, surface runoff, plant water absorption, soil type, soil structure, compaction and landform are taken into account. The usable field capacity is displayed separately from the complete pore saturation. Water above field capacity appears as excess water and can seep away, run off or cause waterlogging. Different soil types RWSM differentiates between different types of soil with their own properties, including: – loamy sand – sandy loam – clay – silty clay Each soil type has its own values for field capacity, wilting point, water retention, infiltration, drainage, bearing capacity, risk of compaction and sinking depth. Sandy soils dry faster. Loamy and clay-rich soils store more water, but remain soft longer and are at risk of compaction. Dynamic weather and climate – Regional climate profiles influence: – Precipitation – Temperature – Evaporation – Wind – Humidity – Sunlight exposure – Seasonal distribution The game’s actual weather data directly affects soil moisture, drying and evaporation. Realistic drying Drying does not take place via a simple timer. Temperature, wind, sun, humidity, soil type, compaction and surface water determine the speed. A wetness memory prevents a field from becoming completely dry and viable again immediately after rain. Natural depressions and waterlogging – RWSM detects local low areas within a field. These areas: – collect water – dry more slowly – have lower load capacity – promote sinking and track formation – increase the risk of compaction – can cause oxygen deficiency to the roots The terrain evaluation is cached for better performance. Soil compaction The compression is saved separately for: – Topsoil – Root space – Underbody Have an influence: – Vehicle weight – Payload – Wheel load – Axle load – Tire width – Tire pressure – Recommended field pressure – Soil moisture – Soil type – Slip – Speed – Cornering – Multiple crossings High tire pressure puts greater strain on the topsoil for the same wheel load. A suitable low field pressure increases the contact area and protects the ground. High axle loads can still compact deeper soil layers. Multiple crossings – Repeated crossings of the same lane are taken into account. The first crossing usually causes the greatest immediate damage. Further passes further compact the already contaminated soil. Among other things, the following are saved: – Crossings – Compaction – Track depth – Shear damage – Plant damage – Edit history Roots and plant stress RWSM simulates: Root health Fine root health achievable root depth Drought stress Waterlogging Lack of oxygen Compaction stress Nutrient stress pH stress mechanical damage Damaged roots are less able to absorb water and nutrients. Impact on earnings The actual yield is influenced, among other things, by: Water balance Dryness Waterlogging Root health Compaction Soil structure Nutrients pH value Seedbed Weeds Lanes mechanical damage Damage does not take full effect immediately, but builds up depending on the strength and duration. Crop Vitality Visuals (Alpha Version) A stored vitality system creates local differences in the plant population. Possible are: different plant heights changed stock density incomplete stocks Visible stress zones weaker development Storage locations The plants remain technically ready for harvest. RWSM does not alter original growth or harvest maturity levels. Weed competition Weeds compete with cultivated plants for water, nutrients, light and development space. Strong weed pressure can reduce development and yield.Tillage Different devices have different effects: Plow Cultivator Disc harrow Rotary harrow Subsoiler Seeder Roller Working depth, soil moisture, compaction, soil structure, seedbed strength, multiple cultivation and possible plow soles are evaluated. Deep loosening is only fully effective when the soil moisture is suitable. Cultivating when the soil is too wet can cause additional structural and lubrication damage. Seedbed and rollers RWSM evaluates seedbed strength. A seedbed that is too loose offers poor soil sealing. Too much reconsolidation can impair air flow and root development. Rolling acts as a real area-wide reconsolidation and is evaluated depending on the type of soil, moisture and compaction. Irrigation system The mod includes a functional Rainstar irrigation system with: Motor pump Hose reel Sprinkling rail adjustable pump pressure adjustable radius real application rate Water consumption Soil input in millimeters automatic hose retraction Work and transport mode Parking brake Clutch aid Connection markers sound visible water jet The water applied changes the actual water balance of the soil. Extended field info The field info shows, among other things: Topsoil moisture Pore saturation Surface condition Excess water Water in all layers of soil Soil type Evaporation Temperature and wind Compaction Soil structure Seedbed strength Root condition Plant vitality visible height and density main cause of stress Climate values Water-Soil API RWSM provides a versioned interface for other mods. The API provides, among other things: Soil type Soil moisture Pore saturation water available to plants Surface moisture Carrying capacity Trafficability Sink factor possible sinking depth Compaction Track depth Root condition Evaporation recommended tire pressure Plant vitality Other mods can report traffic loads and ground effects back to RWSM. Connection with Visual Mud Tracks In connection with Visual Mud Tracks, among other things, the following are transmitted: Wheel load Axle load Tire pressure Tire width Slip Vehicle weight Payload Soil moisture Carrying capacity Sink factor possible track depth This allows visible tracks, sinking, mud and tire behavior to be linked to the actual ground condition. Saving and multiplayer The following are permanently stored and synchronized, among other things: Water balance Precipitation history Compaction Track depth Soil structure Root condition Edit history Plant vitality Irrigation data Pump pressure Irrigation radius Hose retraction The calculation is server authoritative and designed for multiplayer saves. Highlights 1. **Multi-layered water balance** Topsoil, root zone and subsoil react separately to rain, irrigation, evaporation and infiltration. 2. **Long-term compaction with an impact on yield** Tire pressure, wheel load, axle load, soil moisture, slip and multiple passes influence the soil and plants in the long term. 3. **Direct connection to Visual Mud Tracks** Soil moisture and load capacity control sinking, tracks, mud and tire behavior. 4. **Local waterlogging in natural depressions** Low areas stay wet for longer and become real problem areas. 5. **Visible Plant Vitality** Elevation, density and stress zones can vary locally without changing crop maturity. 6. **Realistic tire pressure influence** Excessive pressure increases topsoil stress, while appropriate field pressure protects the soil. 7. **Root Health and Long-Term Plant Stress** Dryness, waterlogging, compaction, pH value and nutrients work together. 8. **Functional irrigation** Pump pressure, radius and application rate determine the real water input. 9. **Different tillage systems** Plows, cultivators, subsoilers and rollers have their own effects and risks. 10. **Extensive field info** Water, soil, compaction, roots, seedbed and plant condition are directly visible. 11. **Persistent Multiplayer System** Ground and water damage is retained and synced after saving. 12. **Open Water-Soil API** Other mods can read land values and connect their own systems to them. 13. **No change in growth stages** RWSM assesses and visualizes plant stress without overwriting original harvest maturity levels. V1.3.6.4 New weather HUD Added modern weather HUD in weather app style. Multi-day weather forecast supplemented with symbols for sun, clouds, rain, heavy rain, thunderstorms, snow, hail and frost. Added current temperature and daily high and low temperatures. Probability of rain and forecast amount of precipitation in millimeters for today and the following days added. Added two weather icons for weather changes within a day. Weather region and climate region added. Added understandable month names instead of internal game periods. Account balance, time, date, year and time acceleration integrated into the display. Added choice between the original LS25 weather HUD and the enhanced RWSM weather HUD. Weather texts added in all existing languages. New RWSM in-game map menu Added custom RWSM category in existing LS25 map view. The following map levels added: soil moisture Navigability Topsoil compaction Root area compaction Subsoil compaction Waterlogging and drought stress Root health Earning potential Irrigation history Added custom color legends for all map layers. Local representation of actually irrigated, compacted or damaged areas added. Active crops are recognized directly from the game’s existing fruit and growth data. Added new neutral map class “Culture present – ​​not yet locally assessedâ€. This class realistically indicates that a culture exists, but there is not yet enough local RWSM data for a reliable assessment. Once sufficient information on soil, water, compaction and plant development is available, the neutral condition is automatically replaced by the actual local assessment. Missing data is no longer represented as optimal root health or 100 percent yield. Added persistent card values ​​for savegames and multiplayer. Map, tab and legend texts added in all existing languages. V1.3.9.0 With this update, Realistic Water & Soil Management has been extensively developed, stabilized and optimized in particular for performance, dedicated servers and multiplayer. The existing range of functions is retained, but many internal processes have been made significantly more efficient. Performance & Servers Large calculations are more spread out over multiple frames. Soil, water and agronomy processes further optimized on a chunk/cell basis. Reduced unnecessary constant field and map scans. Existing GIANTS values, WorkAreas and vehicle states are preferred instead of recalculating the same information in parallel. Additional device detection only remains as a fallback for unusual third-party mods. Time budgets for complex calculations introduced or further limited. Reduced temporary Lua tables and unnecessary memory allocations in frequently executed functions. Vehicle, tire and ground contact queries optimized. Detailed tire load, contact force and slip values are only generated when actually needed. With Visual Mud Tracks (VMT) installed, all necessary extended contact information is retained. Storage system The RWSM storage system has been significantly relieved. No regular complete writing of rwsmState.xml during game operation. Saving occurs via the normal GIANTS save game process. Soil moisture, compaction, root health, plant water and other conditions remain in RAM throughout the game. Changes are managed via dirty cells and only synchronized when necessary. The previous periodic weather save has been removed. rainstarWeather.xml is no longer written to the server approximately every 30 seconds. Changes to region, climate or weather year continue to take effect immediately, but are only saved when the game is saved. This means significantly less hard drive access on dedicated and Nitrado servers. Existing save games remain compatible. No manual rescan required. Recovery and security functions for existing saves are retained. Soil & Compaction Soil model further optimized for topsoil, root zone and subsoil. Compression also takes into account, among other things: Vehicle weight Tire and axle load Tire pressure slip soil moisture Soil type Working device Different tillage implements continue to work at different depths. Plows, cultivators and subsoilers retain their respective effectiveness. Seeders and planters do not remove existing RWSM compaction. Tillage is preferably detected via native GIANTS WorkArea events. Roads and non-relevant areas are still excluded from unnecessary calculations. Water balance & plants The water balance remains separated according to soil layers. Precipitation, evaporation, water absorption and drainage are still taken into account. Plant water is calculated depending on soil moisture and root depth. Drought stress and waterlogging continue to influence plant and root health. Root health and fine root condition remain part of the agronomy system. Different crops continue to respond differently to water supply and soil conditions. No unnecessary writes to GIANTS plant growth states. Topography & waterlogging Detection of hollows in the terrain and areas of waterlogging remains completely intact. Topography cache designed to be more performance-friendly. Significantly fewer grid positions per frame. Computation more spread out over multiple frames. Reuse of existing data improved. Temporary tables reduced during terrain evaluation. The mathematical result remains unchanged. Cache is built automatically – no manual scan necessary. Plant heights Plant height/growth evaluation further optimized. Larger map areas are more limited and processed in a distributed manner. The existing 9-point evaluation is retained. Query positions and weights remain unchanged. Fewer temporary storage objects in frequently executed routines. Shader and Scenegraph updates further limited. The RWSM field info also shows, among other things: Topsoil water Root zone water Subsoil water Plant water Root health waterlogging Compression Soil structure Precipitation The field info uses existing cell values as directly as possible, without additional complete field scans. The map overlay system has also been revised to be performance-oriented: No permanent overlay calculations when the RWSM card is closed. Map updates limited in time.Soil and agronomy data is fully preserved regardless of the overlay. Weather & Climate The weather and climate system remains completely intact. Precipitation and historical weather values continue to flow into the water balance. Weather data is managed on the server side and synchronized to clients. Region, location and climate year can still be saved. Removing the periodic file save does not change the weather calculation. Rainstar & irrigation The Rainstar has been optimized in several areas. Feed system stabilized. Removed duplicate physical controls when retracting. Native animation no longer runs parallel against the RWSM joint control during autofeed. A defined joint path controls the retraction. Hose length is continuously calculated based on frame time. The entry speed of 60 m per hour of play is maintained. Behavior remains correct even at higher game speeds. Additional strong tension spring control when retracting removed. Regular tightening and unnecessary suspension response are reduced. Downhill protection only works on actual slopes. Automatic limit switch-off and pump off are retained. Transport mode and work mode are retained. Pump pressure, water volume, irrigation radius and water calculation remain fully available. Ground hose The visual Rainstar ground hose has been significantly optimized. Previously, with a segment length of around 4 cm and a hose of 220 m, up to around 5,500 segments could be processed. New: Segment length optimized to approx. 10 cm. This means a maximum of around 2,200 segments. Terrain positions are updated less frequently and only upon actual movement. Position buffers are reused. The appearance and function of the hose are retained. Network & Multiplayer Server remains the authoritative authority for RWSM states. Clients receive synchronized values. Dirty cells are transferred collectively. No complete soil map is constantly sent over the network. Distance and relevance are taken into account during synchronization. Network and server load further reduced. VMT compatibility The collaboration with Visual Mud Tracks has been further improved. RWSM also provides data on soil moisture, compaction, tire/soil contact, slip and other conditions. Once VMT is loaded, all the necessary extended bike and contact data will be generated. Without VMT, unnecessary additional calculations are avoided. Help, GUI & translations Help area extensively expanded. Texts on soil layers, water balance, compaction, tire pressure, slip, irrigation, pumping and field information added. Fixed GUI and DDS issues. Incorrect help graphics revised. All visible texts will continue to be maintained in all languages included. For Czech, the correct identifier cz is still used. The following areas, among others, have been improved: Server stability in irrigation functions. Too frequent cell and terrain queries. Pump and hose conditions. Loading saved irrigation states. Unnecessary terrain and plant state writes. GUI/DDS error. Lua and XML issues. Regular hard drive accesses. Dual Rainstar physics controls. Performance peaks when loading cards. V1.4.0.2 The processing of terrain and density map data has been optimized and distributed more evenly across multiple frames. Completely rewritten. This reduces load spikes and stuttering during tillage. Additionally, a Dedicated Server bug occurring during the day change has been fixed. It could interrupt the updating of NPC fields. The reduced and stress-dependent crop heights, as well as all terrain, weather and yield functions, remain unchanged. Previously removed or incompatible cell formats will not be read again. All new upcoming versions will be based on the new system and remain in place. Unfortunately, old savegame data, such as soil moisture and similar data, will not be loaded because there were problems with the old system. Required: – Precision Farming – Visual Mud Tracks
Animal Feeds v1.1
Turkish Brand Animal Feeds: – Nutri-d Horse Feed (Oats) – Abalım Chicken Feed (Wheat) – Tarım Kredi Cow Feed V1.1.0.0 – There was an issue with the version and link I posted yesterday; it has been fixed.
Visual Mud Tracks v1.4.0.6
Description: 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. Physical lanes and terrain grooves Tires can permanently lower the terrain and create real grooves in the terrain heightmap. The depth and width of the tracks are calculated individually for each wheel. To be taken into account: – Vehicle weight – actual wheel load – Tire width and tire radius – Tire pressure – Soil moisture – Soil saturation – Carrying capacity – Speed – Wheel slip – Cornering – Number of previous crossings – Trailers, levels and attachments Left and right bike lanes remain separate. The center of the vehicle is not lowered unnecessarily. The grooves have a narrow, steep cross section so that the edge areas do not sink over a large area. Existing tracks can be deepened by further difficult crossings. A maximum depth protects the terrain from extreme deformation. The groove is created directly at the actual wheel contact. There is no delayed post-processing behind the vehicle. Steered, mirror mounted and differently aligned wheels are taken into account. Restoration through tillage Physical lanes can be removed again through appropriate tillage. The following are supported, among others: – Plows – Cultivator – Disc harrows – Subsoiler – Mulcher – Reels – Seeders – Direct seeding machines – Planters The terrain is only reset within the actual work area being worked on. Pending trace calculations and saved visual traces are also removed there. Safe Terrain Journal – The mod uses separate savegame files: – `visualMudTracksTerrainBackup.xml` – `visualMudTracksActiveRuts.xml` – `visualMudTracksState.xml` The original terrain height of a cell is saved during the first intervention and is not later overwritten by further passes. Active grooves and recovery information are managed separately. This allows tracks to be reset in a more controlled manner. Interrupted restores can be resumed the next time you start the game. Important note for updates: Before switching from an older version, existing lanes with the old version still installed should be removed using tillage equipment and the score saved. Grooves that have already been permanently written into the terrain height map may otherwise remain. Visible and physical sinking Tires visibly and physically sink on soft and wet surfaces. The sinking is implemented via the effective wheel physics radius. This means that the tires, suspension and ground contact react together. The sinking occurs progressively and not suddenly. On solid ground, the wheel lifts itself out of the ground in a controlled manner. The sinking depth depends on: – Soil moisture – Saturation – Carrying capacity – Wheel load – Tire width – Tire pressure – Speed – Slip – existing track depth Wide tires distribute the load better. Narrow, heavily loaded tires cut deeper. Tire pressure system The tire pressure can be changed while driving. The value is saved for each wheel and synchronized in multiplayer. Low tire pressure: – increases the contact area – Improves grip on soft ground – reduces cutting – can make it easier to get out of soft tracks High tire pressure: – reduces the contact area – increases cutting – increases the risk of getting stuck on wet ground – may be cheaper on solid ground A compact HUD shows the current pressure in bar and evaluates it in color. Soil moisture HUD and RWSM connection The Soil Moisture HUD shows the current RWSM topsoil value in percent. The display uses the same soil moisture value as the RWSM field info. Values above 100 percent can represent severe waterlogging or waterlogging. RWSM soil moisture affects: – Sludge content – Tire contamination – Particle effects – Carrying capacity – Sinking depth – Tire grip – Wheel slip – Groove depth – Danger of getting stuck – Fruit and root damage Increased soil moisture caused by irrigation can also change the soil physics. Tire dirt and mudThe amount of mud is stored individually for each tire. A tire remains dirty after leaving the field and cleans itself depending on the surface. – Asphalt cleans quickly – Gravel cleans slower – Clean dirt roads only slightly – high speed throws more mud out of the tread – Rain also washes off the tires – a light film of dirt may remain The particle effects distinguish between dry earth and wet mud. Included are: – fine dry soil particles – medium dry soil particles – fine wet splashes – medium mud particles – rare heavy mud lumps The amount of particles depends on wheel rotation, slip, tire width, radius, moisture, sink factor and load capacity. Particles are only generated when there is suitable ground contact. Progressive stuck physics On heavily waterlogged and less stable ground, a vehicle can progressively become stuck. Continuous slippage causes driven wheels to dig in further. At the same time, the transferable grip decreases and the driving resistance increases. To be taken into account: – Soil moisture and saturation – Carrying capacity – Wheel load – Tire pressure – Slip – Speed – Engine utilization – Engine speed – Tensile load – Working resistance – Duration of exposure Plows, cultivators, disc harrows, subsoilers, seed drills, power harrows and rollers produce different pulling resistances. Working width and working depth influence the power requirement. In extreme conditions, propulsion can be almost completely lost. Lifting or uncoupling an implement immediately reduces the additional load. Controlled reversing can reduce the digging condition and free the vehicle along its own lane. Soil compaction – Vehicles compact the top and bottom soil depending on wheel load, soil moisture, slip and number of passes. Included are: – Topsoil compaction – Subsoil compaction – Stronger compaction in wet soil – Multiple experiences – Additional load due to cornering and slipping – Plow sole for frequent plowing – Different effects of plow, cultivator and subsoiler – Targeted reconsolidation by rolling – slow biological recovery Compaction and soil structure can be viewed in the field info. Fruit destruction Plants in the immediate tire area may be damaged or completely removed. The native LS25 fruit destruction is used for this. The damage depends on: – Wheel load – Tire width – Soil moisture – Slip – Cornering – Growth stage – Root health – Soil structure – Number of crossings Young plants react more sensitively. Repeated crossings significantly increase the damage. Normal tires remove plants after several trips over the same spot at the latest. Detected maintenance tires reduce the damage, but do not prevent it completely if the vehicle is driven frequently. Root Health Each contaminated soil cell can receive its own root health value. Root damage occurs due to: – high wheel load – wet ground – strong slip – Cornering – Multiple crossings – unfavorable growth stages – compacted soil If root health declines, the risk of visible plant damage increases. – below 70 percent: increased sensitivity – below 40 percent: further crossings lead to destruction more quickly – less than 20 percent: very high risk of failure Root health is saved and can slowly recover biologically. Field info and settings menu The mod expands the field information to include numerous land values, including: – Soil compaction – Underbody status – Root health – Soil structure – Sink factor – Carrying capacity – Fruit and root damage The settings menu contains detailed descriptions of all options. High and low values, interactions, performance consequences and save game effects are explained. The menu texts are available in twelve languages: – German, English, French, Spanish, Italian, Dutch, Polish, Portuguese, Russian, Czech, Hungarian and Turkish. Multiplayer and performance The crucial physics calculations run on the server side. Tire pressure, contamination and important soil conditions are synchronized. To optimize performance, the mod uses: – limited groove points – adjustable storage intervals – Event and bulk caches – sleeping floor cells – Reduced refresh rates for removed or inactive areas – delayed safe initialization of the particle systems – Clean release of particle effects when deleting vehicles V1.4.0.6 – Performance on multiplayer servers significantly improved, – Fixed an error where the moisture of RWSM was not detected correctly, causing the vehicle to barely create deeper tracks. Required: – Realistic Water & Soil Management (RWSM)
Autodrive Saxlingham XL v1.4
119 Waypoints covering Fields, Farms, Productions and Fill and Sell Points. Please let me know if you find anything wrong or doesn’t work and I will try and get a fix done and new version uploaded. V1.4.0.0 – Fixed exit when coming out from Saxlingham Dairy Silo Unload Required: – Autodrive
MAN 8×8 Nutzfahrzeug V1.0.0.0
MAN 8×8 Nutzfahrzeug V1.0.0.0 MAN 8×8 Nutzfahrzeug (Farming Simulator Mod): Technische und betriebliche Analyse Technische Merkmale Hochmobile Chassis-Architektur: Basierend auf einem robusten 8×8-Chassis von MAN, das mit verstärkten Achsen und einer robusten Federung ausgestattet ist, um schwere Lasten in unwegsamem, virtuellem Gelände zu bewältigen. Antrieb und Traktion: Verfügt über permanenten Allradantrieb an allen acht Rädern und bietet so maximale Traktion auf matschigen Feldern, unbefestigten Wegen und steilen Steigungen. Überdachte Ladefläche: Ausgestattet mit einer großen, mit einer kippbaren Plane geschützten Ladefläche aus Segeltuch, ideal für den Transport von landwirtschaftlichen Schüttgütern, Geräten oder Vorräten. Fahrerhaus im Militärstil: Nutzt ein markantes, robustes Fahrerhausdesign mit gut sichtbarer Verglasung und individuell anpassbaren Beleuchtungskonfigurationen, die für spezielle Transportumbauten geeignet sind. Dienstprogramm Schwere landwirtschaftliche Logistik: Dient als Schwerlasttransportfahrzeug zum Transport großer Mengen an Feldfrüchten, Saatgut, Düngemitteln oder Paletten über weitläufige Karten. Geländegängige Güterlieferung: Kann Standardstraßen umgehen, um Güter direkt an abgelegene Felder, Baustellen oder Einsatzzonen auf der Karte zu liefern. Rollenspiel und Immersion: Fungiert als spezialisierte Modifikation zur Umwandlung von Militär- in Zivilbevölkerung, die dem Spielgeschehen eine einzigartige visuelle Vielfalt und robuste Transportmöglichkeiten verleiht. Bedeutung Modding-Vielseitigkeit: Hervorzuheben sind individuelle Fahrzeugumbauten (wie die Karl-Zu-Modifikationen), die schwere taktische Nutzfahrzeuge in landwirtschaftliche Simulationsumgebungen einbringen. Hohe Kapazität und Effizienz: Schließt die Lücke zwischen Standard-Landwirtschaftstraktoren und Schwerlast-Logistikfahrzeugen und reduziert die Anzahl der für großflächige Ernten erforderlichen Fahrten drastisch. Objektiv Streamline Heavy Virtual Logistics: Sein Hauptzweck im Spiel ist es, einen zuverlässigen, hochvolumigen Gütertransport mit überlegener Geländegängigkeit zu ermöglichen und so reibungslose landwirtschaftliche Lieferketten unabhängig von den Geländebedingungen zu gewährleisten. Tags: Hohe KapazitMANTechnische MerkmaleTraktion Verf
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