Farming Simulator 22 mods

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FS25 Tractor Terrain Dynamics v1.0.3.7
tractors

FS25 Tractor Terrain Dynamics v1.0.3.7

FS25 Tractor Terrain Dynamics v1.0.3.7 TTD — Tractor Terrain Dynamics Equipment physics, not a dirt mod. No settings required — everything works automatically. What is it? TTD changes equipment behavior depending on the weather, soil type, moisture, tire wear and tire pressure. The ground is not a target, it is a condition. The tractor is the main character. A wet field means less grip. Plowed soil means more resistance. Asphalt means everything is easy. Just like in real life. What you get: – Weather affects your work: rain — the field becomes softer, dry weather — everything is stable – Soil-type physics: 17 types, from asphalt to plowed fields. – Equipment feels different: tracks, dual tires, wide tires — everything matters. – The transmission works realistically: it holds gears under load – The HUD displays moisture, grip and resistance – Multiplayer: synchronization is handled in the code Important to understand: TTD does not add wheel slip “on demand.” Wheel slip is the result of conditions: a wet field, tire wear (if UYT is installed), a sudden start or excessive speed. If the tractor is new, the tires are new and the weather is dry, you will not notice a difference. TTD simply makes the physics fair and predictable. What TTD does NOT do: – No visual dirt – It does not only slow you down – No random penalties Compatibility: – UseYourTyres — tire wear affects road grip. – More Realistic — for maximum hardcore enjoyment Everything that happens is the result of your decisions, the weather and the ground. The mod archive includes a complete guide describing the physics and containing the author’s contact details. V1.0.3.7 * Added built-in calibrator for fine-tuning the behaviour of each tractor directly in-game * TTD Calibrator Description (RU/EN/DE/FR/IT/PL): https://drive.google.com/drive/folders/1sLNXcLPwPgm9MTGft8uRE2Zen2v-SK-Q?usp=drive_link * Tracked vehicles now leave ruts just like wheeled ones * Completely reworked the wheel sinking system – behaviour is now noticeably smoother and more predictable * Fixed an issue where moisture on grass and other natural surfaces was displayed incorrectly * Tracked vehicles now behave differently from wheeled ones – tracks sink less, slip less and recover more easily * Front wheels of tractors now sink slightly less than the rear ones – just like on real machines * Fixed a bug where engine settings could fail to apply to some vehicles * Each vehicle now stores its own settings separately and does not affect others * Removed unnecessary calculations that could cause frame drops when many vehicles were present on the map * Improved overall performance – the game now runs more steadily * Cleaned up some old and unused parts left over from previous versions * Updated default difficulty values – they are now more balanced * HUD now hides together with the in-game interface – the separate toggle button has been removed * HUD values now match the actual physics * Minor fixes in the interface and settings menu BETA TTD v3.6 BETA – Natural Surface Support This is a BETA version for testing. If you just want to play, download the stable version from ModHub or KingMods – select version 3.5. What’s new in this beta: TTD now works on natural surfaces outside fields (grass, gravel, dirt roads, forest ground) Reduced grip and increased rolling resistance on these surfaces Wet conditions affect traction Asphalt and concrete remain unchanged What we need from testers: Test on different surfaces: grass, gravel, dirt roads, forest paths Test in dry and wet weather Test with and without UseYourTyres (UYT) Test with loaded trailers or heavy equipment Please leave feedback in the comments: Which surface were you on? Was it dry or wet? Was the slip too strong, too weak, or just right? Did you have UYT installed? Known issue: With UYT and heavily worn tires (50%+), slip may be excessive. We need your feedback on this. Your feedback will help us improve the mod. Thanks for testing! V1.0.3.5 Fixed: Difficulty now saves correctly (was broken in 1.0.3.4 – my fault, I missed it during testing) HUD position now stays within screen bounds at any UI scale Removed UYT dependency — all mods (UYT, Tire Pressure, More Realistic, Moisture System, etc.) are now optional Big thanks to all players who helped test TTD, and special thanks to: – Sinterra – FirenzeIT – Italian translation – Tontzu – ticho Thank you so much for your help! V1.0.3.4 What’s new: -Difficulty picker (Easy/Medium/Hard) right in the game settings menu -Difficulty sticks to your save and syncs in multiplayer – no more random resets -Public API for other mods (getSharedData, registerIntegration) -Wheels dig in properly under load with speed-aware sinking Improvements: -HUD actually scales now – looks the same on 1080p, 2K, 4K, whatever -TTD keys show up in the Controls menu so you can rebind them Bug fixes: -HUD position saves and restores correctly -Wheel radius recovery on multiplayer servers -hitchLiftFactor syncs when clients connect -Physics cleanup when resetting/deleting vehicles Other: Manual — HTML, 3 languages EN/DE/RU https://drive.google.com/file/d/1wxbQOC8sOlJvhRgshQd2EFaD00tbQ9LL/view?usp=drive_link FS25_useYourTyres listed as dependency Updated screenshots with HUD icon guide V1.0.3.2 Moisture: Global moisture is map-wide, saved separately Wetting/drying rates vary by ground type Plowed soil dries slowly, asphalt dries fast Two-point hitch: Drawbar raises/lowers in sync with wheel sink Potholes: Generated when driving onto a field Depth depends on terrain (low spots = deeper) Grow faster on wet ground Optimization: Idle vehicles no longer calculated 50+ vehicles = 50 FPS Saving: Global moisture saved separately from vehicles Old saves are compatible Compatibility: Removed Variable Tire Pressure – was conflicting with TTD Removed duplicate configs V1.0.3.1 TTD v3.1 – What’s New Realistic differential. Your tractor now pulls to one side when one wheel is on soft ground and the other on hard ground. Just like real life – the machine doesn’t just spin dumbly, it behaves differently depending on what’s under each wheel. Smarter implement hydraulics. Some implements (Horsch, Maestro) used to lift the tractor when the wheels sank in. Now the hydraulics work in float mode – the implement stays on the ground and the tractor doesn’t get jacked up. Smooth field/road switching. No more jittery physics at the edge of a field. The tractor knows clearly whether it’s on a field or on the road. Trailers and implements don’t lose connection. No more crashes when deleting a tractor, and physics updates instantly when you attach or detach. Performance boost. The mod is lighter now – less CPU load, fewer checks every frame. Your FPS won’t suffer. AI tractors now feel the ground too. Bots sink into plowed soil and slip just like you do. Fair physics for everyone. V1.0.3.0 Multiplayer support enabled — mod now fully works on dedicated servers Fixed moisture behavior when game time is paused Fixed tyre wear synchronization between server and clients Fixed ground type detection reliability Fixed manual — all pages now display correctly HUD: new icon order — moisture, sink, grip, resistance, tyre wear HUD: sink (wheel sinking) now displayed instead of season HUD: grey tyre icon “NA UYT” when UYT mod is not active Physics: ground resistance now depends on wheel sinkage, not directly on moisture Physics: wheel slip now depends on sinkage, tyre type and tyre wear Physics: reduced ground resistance for stubble, cultivated stubble, post-harvest and other post-harvest field types Physics: maximum wheel sinkage increased to 25% (was 20%) AI: wheel sinking now works when AI is driving Improved overall network performance

FS25 Front Light prefab
other

FS25 Front Light prefab

FS25 Front Light prefab Front Light prefab Modified version of Giants rearLight104, orange glass and emissive to be used as front lights. Support Us On Patreon: https://www.patreon.com/mygamesteam Join Our Discord Channel: https://discord.gg/tAvfJdzBr5

Agri Radios FS25
other

Agri Radios FS25

📻🚜 You dreamed of it, I made it happen: AgriRadios, finally a real radio! ⌨️ To open / close the radio: Alt + R 🎵 Use your radio directly in a vehicle or on foot. 📸 See the screenshot in the middle. 🎶 Required mod: my radio list that accompanies AgriRadios. 😉 🎮 Enjoy the game! https://www.kingmods.net/fr/fs25/mods/59042/radios-francaises Fixed several issues related to using the radio on foot. The radio can now be opened and used correctly on foot. Fixed station switching on foot. Shortcut changed: Alt + R replaces Alt + F, which conflicted with the vehicle lights control. Station/channel synchronization is maintained between on-foot and vehicle use. Fixed the radio, which was malfunctioning on foot. Changed the shortcut to Alt + R instead of Alt + F, which conflicted with the lights.

Farm Notebook FS25
maps

Farm Notebook FS25

📒 FarmNotebook - Take notes in-game! ⌨️ To open / close the notebook: Alt + N 🚜 Real management for your farm. 🖱️ Navigate easily using the different clickable areas. 📸 View the screenshot. Fixed the save system, which was no longer working. Changed the shortcut: Alt + N now replaces F10. Added mouse control. The different areas of the Farm Notebook are now clickable, allowing you to navigate and use the functions directly with the mouse. Update to the savegame that was no longer working. Shortcut changed: Alt + N instead of F10.

Kubota U50 V1.0.0.1
tractors

Kubota U50 V1.0.0.1

Hi everyone, Kubota U 50 Color configuration Interactive control V1.0.0.1 Added a beacon light Added a strobe light Required mods: Interactive Control TerraFarm

Log Storage Silo v1.0.0.0
placeables

Log Storage Silo v1.0.0.0

Log Storage Silo v1.0.0.0 Store trees and logs of every species as wood in a silo and take them out again as real, loose pine logs. Features Put any tree or log in the storage area and press “Store Logs” at the input marker: all species are stored as wood Extract logs at the output point: choose the length (7, 8, 10 or 12 m) and how many logs (up to 40 at once) Info box shows the amount of wood and how full the storage is Two sizes Storage 1: price 10,000, upkeep 20 / day, capacity 300,000 liters Storage 2: price 6,000, upkeep 10 / day, capacity 160,000 liters Tip: long logs (10 and 12 m) stick out at the side of the building where you put the trees in. Keep that side free. Translations: English, Dutch, German, French.

Road Trip - Ford без DLC версия 1.0 для American Truck Simulator (v1.61)
cars
ММЗ Сигара (Самодельна бочка) версия 1.0.0.0 для Farming Simulator 2022
other
New Holland TK4 версия 2.0.0.0 для Farming Simulator 2025
tractors
Ford F-350 2018 версия 1.0.0.0 для Farming Simulator 2025 (v1.24.x)
cars
Canada Map версия 1.6.3 для American Truck Simulator (v1.61.x)
maps
Ferrari 488 2023 версия 1.4 для American Truck Simulator (v1.61.x)
cars
Volunteer Crops and Weeds V1.0.0.0
other

Volunteer Crops and Weeds V1.0.0.0

Volunteer Crops and Weeds V1.0.0.0 After a combine harvests wheat, barley or oats, a stripe of volunteer grain comes up behind it, just like in real life. The following month, it appears as young green wheat down the line of each combine pass, and it keeps growing until you deal with it. Volunteer crop also grows in preceding crops such as sugarbeet and maize, which need to be sprayed off (this is a replacement for the normal weed system) – Volunteers only come from combines harvesting wheat, barley and oats. Stubble is left untouched. – They appear at the start of the next in-game month, as a smooth line that follows the combine’s path. – They grow from small to big (wheat by default) – Spray them with any normal herbicide. They stay green for a day, then turn golden yellow, and disappear two months later. – Cultivating, ploughing or sowing removes them straight away. – Normal weeds can’t grow on wheat, barley or oat stubble, so only volunteers appear there. If you switch the game’s Weeds setting on, normal weeds still appear elsewhere and are sprayed off the same way. – Volunteer data is saved with your savegame. IMPORTANT: For the volunteers to look like wheat, the map’s weed layer has to be drawn as wheat. On a map that still uses the standard weed look, the mod still works, but the volunteers look like ordinary weeds and the yellow sprayed look is missing. See the setup guide that comes with the mod for how to prepare any map, which takes a few minutes. To INSTALL: 1. Add the FS25_VolunteerCrops in the zipped file. Place in the mod folder 2. Add the weeds folder to the map you need to edit; add a foliage folder if needed 3. Add Weed.xml (from the downloaded Zip) to your map’s config file 4 Edit. Point the map.i3d to the Weeds folder using Notepad. For example Witcombe would become 5. Edit. In map.xml, you need to point to the Weeds folder xml. For example, Witcombe would become (Make sure the correct path is set for the weed.grle file. Any issues, let me know. The aim is to add realism.

Real Graphic by Ghost V1.0.0.0
other

Real Graphic by Ghost V1.0.0.0

Real Graphic by Ghost V1.0.0.0 Hello, I present to you my ReShade, with the lighting I use, JVN Natural Vision. My Nvidia settings have been pasted into the ReShade folder.

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Tümosan 8110 V1.0
tractors

Tümosan 8110 V1.0

I made it for FS22 It is a modified Tümosan 8110 Made upon request Added features: beacon lights tire lettering air horn sound system star ceiling bumper additional weight etc. Have fun playing ❤️ Credits: Oyuncu5120 5/5 - (1 vote) Download mod File File size FS22_Tumosan_81100 91 MB

49 / 3,344

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