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Realistic Hours and Depreciation FS22
Realistic Hours and Depreciation makes machinery ownership in Farming Simulator 22 more realistic by overhauling operating hours, depreciation, second-hand machinery values and paint wear. Machinery operating hours now increase according to the in-game time scale. For example, when playing at 3x time speed, approximately 3 operating hours will be added for every real hour the machine is being used. When adding the mod to an existing savegame, a one-time setup window allows you to select the time scale you normally used before installing the mod. Existing machinery hours are then converted to match the new system. New savegames do not require conversion. Machinery depreciation has also been reworked. Vehicle values are calculated using a combination of age, total operating hours and average annual usage, meaning an older low-hour tractor can retain considerably more value than an equally old machine that has worked heavily. Implements use their own depreciation system, while the second-hand machinery market generates more realistic combinations of machinery age, operating hours and value. This allows everything from relatively new high-hour machines to occasional older low-hour examples to appear for sale. Paint wear has been significantly reduced so high-hour tractors and machinery no longer unrealistically lose most of their paint. Mechanical damage and repair costs remain separate. Leasing has also been adjusted to work correctly with the new operating-hour system, preventing the increased displayed hours from multiplying normal hourly leasing charges. Main features: Operating hours scale with the in-game time speed One-time existing savegame hour conversion Realistic age and operating-hour based depreciation Separate depreciation calculations for vehicles and implements More realistic second-hand machinery ages, hours and prices Older low-hour and heavily used machinery can appear on the used market Significantly reduced visual paint wear Leasing costs remain balanced with scaled operating hours Supports base-game and compatible modded machinery Multiplayer supported The mod is designed to work alongside other machinery and gameplay mods that use the standard Farming Simulator 22 vehicle systems, including Machinery Hire. This is currently a Beta version, so feedback is appreciated while the mod is being tested and refined. If you experience any problems, please explain them in the comments so they can be fixed.
Fixed an issue where existing-save conversion status could be lost after saving or autosaving. Conversion status is now correctly stored and preserved with each individual savegame. Added an automatic save after the initial hour conversion so converted operating hours and conversion status are committed together. Prevented the conversion setup from appearing again after a save has already been converted. Deleting a savegame also removes its conversion status, allowing a new game in the same save slot to start normally. New savegames with 0.00 recorded play time continue to bypass the historical hour conversion. Removed unnecessary missing migration XML errors from the game log. General savegame conversion reliability improvements.
Fixed an issue where existing-save conversion status could be lost after saving or autosaving. Conversion status is now correctly stored and preserved with each individual savegame. Added an automatic save after the initial hour conversion so converted operating hours and conversion status are committed together. Prevented the conversion setup from appearing again after a save has already been converted. Deleting a savegame also removes its conversion status, allowing a new game in the same save slot to start normally. New savegames with 0.00 recorded play time continue to bypass the historical hour conversion. Removed unnecessary missing migration XML errors from the game log. General savegame conversion reliability improvements.
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Realistic Hours and Depreciation FS22
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