Visual Mud Tracks V1.4.0.5
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Visual Mud Tracks V1.4.0.5

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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