Farming Simulator 25 mods
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2016 Ford F450 Cargo Truck v 1.0
Speed 160 km/h Selectable wheels Selectable main color Selectable license plates Selectable design Animated doors (IC)
More Realistic Animal Breeding System v 1.0
Animal Package – Vanilla Edition modified by AgroZone Animal Package – Vanilla Edition introduces a more realistic animal breeding system to Farming Simulator 25. In the standard game, female animals can reproduce without the presence of a male. This mod changes that system by requiring mature males to be present in the same barn or husbandry. Cattle Requires **1 mature bull for a maximum of 30 cows**. Sheep & Goats Requires **1 mature ram or buck for a maximum of 45 ewes or does**. Pigs Requires **1 mature boar for a maximum of 15 sows**. Chickens Requires **1 mature rooster for a maximum of 15 hens**. 50/50 Offspring System Newborn animals are no longer generated only as females. Each newborn has an individual: **50% chance of being male** **50% chance of being female** The system uses real probability. This means that 10 newborn animals will not necessarily result in exactly 5 males and 5 females. Realistic Breeding Management The number of required males automatically increases according to the number of females in each husbandry. For example, with cattle: 30 cows require 1 bull. 31 to 60 cows require 2 bulls. 61 to 90 cows require 3 bulls. The breeding requirements are calculated separately for each barn or husbandry. A male must also be mature before it can enable reproduction. This mod is designed for players who want more realistic livestock management and a greater challenge when developing their farm. Basic mode Animal Package Vanilla Edition
Visual Mud Tracks v 1.4
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 Version 1.4: * Fixed a bug on multiplayer servers where the dirt textures were under the tractor * On a server, the server now completely calculates everything and only distributes it to the clients * Fixed a bug that caused severe FPS drops on a 4×4 map * Fixed a bug that prevented soil compaction from being passed on to the mod RWSM on servers
Realistic Water & Soil Management (RWSM) v 1.4.0.8
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. The pump only reads the real vanilla hose status: Hose not connected Pump does not start Hose disconnected while pump is running Pump switches off immediately Weather Hud 3 size adjustment options now available. Normal, small, very small And Vanilla Hud Performance fixes Version 1.4.0.8: * Fixed a bug on the server where land values were not being calculated * Bug fixed on 4 fold maps
Universal Seeder Auto Refill v 1.0.1.0
Universal Seeder Auto Refill adds automatic chained refilling to compatible seeders and planters in Farming Simulator 25 while keeping the game’s standard refill controls and interface. WHY I MADE THIS MOD The Auto Refill system originally started as a feature I created specifically for one of my seeder projects. After using it, I decided the feature was too useful to keep tied to just one machine. I therefore rebuilt the idea as a standalone script mod so the same automatic refill functionality could be used with a much wider range of compatible seeders and planters across Farming Simulator 25. The goal was to keep the system simple: use the normal Farming Simulator refill controls, press R to begin filling, and let the mod handle the hand-off between compatible nearby refill sources automatically. HOW IT WORKS Press R to begin filling. When the current compatible seed or fertilizer bag/pallet is empty, the mod automatically attempts to continue with the next compatible nearby source already within the machine’s standard refill range. FEATURES – Standalone Auto Refill script mod – Developed from an Auto Refill feature originally created for a single seeder project – Compatible base-game seeders and planters – Designed to support compatible modded seeders and planters – Uses SowingMachine + FillUnit integration – Seed and fertilizer support – Automatic hand-off between compatible nearby bags/pallets – Fast 80 ms restart/retry timing – 8 second nearby-source grace period – Uses Farming Simulator 25’s standard refill interface – Multiplayer supported when the server and players use the same mod version – No additional configuration required HOW TO USE 1. Position a compatible seeder or planter within its normal refill range. 2. Place compatible seed or fertilizer bags/pallets nearby. 3. Press R to begin filling. 4. The mod automatically attempts to continue with the next compatible nearby source when the current source is empty. 5. The session ends normally when no compatible source is available within the grace period. IMPORTANT Universal Seeder Auto Refill does not enlarge the physical refill trigger radius of equipment. Each machine keeps its original Farming Simulator 25 refill range. Compatibility with every third party machine cannot be guaranteed because some equipment mods use custom refill scripts or non standard Fill Unit behaviour.
Reshade v 1.0
This preset has heavy lighting and maximum effect. You need additional game settings for this preset and rehsade version 5.9.2. Installation: copy .ini preset to x64 farming simulator 25 instalation folder and install reshade by using this preset you also need to download czarnys317 oswietlenie/lighting to look like this
Polish Products Texture Pack v 1.0
A texture pack for Polish products to increase immersion. Changes: Butter- Mleczna Dolina (Biedronka Canned peas – Farmer Rapeseed oil – Kujawski Cement bags – Cement Ożarów Flour – Basia Flour Rice flour – Melvit rice flour Packed spinach – Hortex Goat cheese – Danmis Honey – Krupiec Green beans in jars – Farmer Bottled cow’s milk – delicious Mlekovita Bottled buffalo milk – Łaciate Bottled goat milk – Danmis Mozzarella – Formagia (Euroser) Potato chips – Country potatoes Canned carrots – Farmer Canned beets – Farmer Red borscht – Urbanek Cukier – Polski Cukier Sunflower oil – Greater Poland oil Tomatoes – Tomatoes from Poniatowa All the above textures were created based on existing products, the textures below were generated using artificial intelligence in order to maintain graphical consistency with the rest, as they have no equivalent in real products: Canned parsnips – Farmer Carrot soup – Urbanek Three-ingredient soup – Urbanek Parsnip soup – Urbanek Potato soup – Urbanek Installation like any other texture.
Stellantis Van Pack v 1.0
Discover the Stellantis Van Pack in the colors of La Poste, a complete and versatile pack for your postal activities in PR. Multiple vehicles and numerous configurations Full Interactive Control (IC) Interior fittings and details Deliveries and equipment La Poste Ideal for mail delivery, packages and touring Perfect for the RP postman, sorting center or delivery A very complete pack to expand your La Poste fleet and vary your touring vehicles! Thanks to DR3RS once again for these beautiful basic mods ^^ The Stellantis Pack Van 2026 is configurable in: Peugeot Boxer, Citroën Jumper, Fiat Ducato, Opel Movano, Toyota Proace Max and world premiere The Iveco eSuperJolly only available in electric and will only be released in 2026 in the pack you will find the thermal version except the Iveco since it is only electric and the electric version with the Iveco therefore separated in the games shop. The La Poste skin is only Thermal!!!!! brand config customize color interior color, rims and brake calipers gps with real gps interactive control rear camera like on the Mercedes truck DLC trailer hitch
Claas Medion 310 – 340 Pack v 1.0
Claas Medion from 2000 to 2009. Claas Medion 310 Base price: $80,000 Power: 185 hp Top speed: 25 kph Grain tank: 5,800 liters Fuel tank: 400 liters Claas Medion 320 Base price: $100,000 Power: 200 hp Top speed: 25 kph Grain tank: 6,500 liters Fuel tank: 400 liters Claas Medion 330 Base price: $125,000 Power: 220 hp Top speed: 25 kph Grain tank: 7,200 liters Fuel tank: 400 liters Claas Medion 340 Base price: $150,000 Power: 245 hp Top speed: 25 kph Grain tank: 8,200 liters Fuel tank: 400 liters Headers: c450: Width: 4.5 meters Working speed: 10 km/h c510: Width: 5.10 meters Operating speed: 10 km/h
Adaptive Steering v 1.2
Steering that knows how fast you are going. In the base game the wheels turn at the same rate when you are inching into a barn and when you are doing 50 km/h on the road. This mod ties steering speed to driving speed: quick and direct while manoeuvring, slow and precise at road speed. The wheel also returns to centre on its own, with an adjustable delay and ramp. The simple view gives you the eleven settings you know from Farming Simulator 22: steering mode, steering and counter-steer speed, return strength, the speed at which full centring kicks in, centre resistance split across three speed bands (up to 18 km/h, 18–35 km/h and above), and free steering with no auto-centring at all. The advanced view adds nine more: sensitivity curve model (faithful FS22 or smoothed, with no jumps at the thresholds), full-precision threshold, adaptation strength, sensitivity, return delay and ramp, mouse handling and analog controller support. Every machine can carry its own set of settings while the rest fall back to the global ones — just change anything while sitting in the vehicle and its own set switches on automatically. Settings attach to the machine model, so they survive across savegames. Three preset slots let you copy a tuned setup onto any machine in one click, with a confirmation prompt before anything is overwritten. Everything is configured in a window under LAlt + C, no trips to the settings menu. Single player only for now in BETA. Based on the adaptive steering from Vehicle Control Addon by mogli. Version 1.2: * Multiplayer support. The mod only shapes the local player’s steering input before the game consumes it from there it takes the normal FS25 network path. No world state, no events, nothing to synchronise. Settings are personal and live in the player profile, not in the savegame, so everyone on the server drives their own way. * Dedicated servers are detected and skipped: no settings window is registered (it used to leave a broken mod entry in the server log) and the steering hook no longer runs for every vehicle on the map * Soft mode no longer risks leaving wheel steering speed permanently reduced when another mod touches the wheels while soft mode is active. * The settings window opens again after loading a different savegame. * Presets save correctly no matter which slot you use first. * Loading a preset writes the settings file once instead of a dozen times. * Interface and performance
Liebherr R930 G8 Litronic v 1.0.1.0
Configurations: GPS bar Side kick Rockfall protection Additional light scraper Basic boom logo design Chain width Version 1.0.1.0: * Joysticks have been added
GMC C8500 Fuel Truck v 1.2.0.5
Capacity: 8 m³ Speed 130 km/h Selectable wheels Selectable license plates Selectable color (base, grill, rim, tank) Animated suspension, mud flaps, dashboard, gear shift, turn signal switch and driveshaft. Version 1.2.0.5: * Added the ability to transport Anhydrous, Propane, and any other additional liquid cargoes supported by the map
Kenworth T600 Tanker Truck v 1.1.0.5
Capacity: 16 m³ Speed 120 km/h Selectable wheels Selectable fender Selectable license plates Selectable color (base, bumper, rim, tank) Animated dashboard, pedals, gear shifter, driveshaft, steering mechanism and turn signal switches. Passenger support Version 1.1.0.5: * Added the ability to transport Anhydrous, Propane, and any other additional liquid cargoes supported by the map * Added animation for the gear shifter and the driver’s hands * Added animation for steering mechanism components * Added the option to paint the bumper and side fairings a different color * Added the ability to install an air horn * Interior improved * Sounds improved
Ford 10 Series Gen 3 v 2.1.0.1
Prices: 4 Cylinder £38,000 6 Cylinder £44,000 Models: 5110 – 65 HP 5610 – 72 HP 6410 – 80 HP 6810 – 90 HP 7610 – 97 HP 7810 – 105 HP 7810 Turbo Conversion – 136 HP Added: New stainless steel exhaust Different wheel configurations 2WD Options Zuidberg linkage to 6cyl Interactive Control Version 2.1.0.1: * Fixed loader brackets not showing on 6cyl * Fixed wear on 2wd left tire * Fixed fender config not there on 4cyl * Fixed 2wd fenders not disappearing when 4wd config is active * Fixed front inner rim clipping outer rim on some configurations * Fixed front guard not showing on 6cyl * Added full Interactive Control to 4cyl * Added stainless steel exhaust to 4cyl * Added more Interactive Control features to 6cyl * Added front loader bracket colour configuration on 6cyl * Added front guard colour configuration on 6cyl * Added front PTO link node to Zuidberg linkage on 6cyl * Changed rear wheel on 2wd option from 600/65R38 to 600/65R34 on 6cyl * Changed clip distance on rims to enhance game performance * Removed duplicated and unused textures to reduce file size * Updated ModDesc version
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