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Soil Draft Physics FS25
Your tractor finally feels the soil. Implements pull harder in heavy wet clay than in dry sand, and tyres grip according to their size, load and pressure. - Realistic implement draft (ploughs, rippers, cultivators, discs, seeders) based on agricultural standards - Uses Precision Farming soil types and soil moisture (works without PF too) - Tyre traction and rolling resistance from real tyre sizes, wheel load and pressure - Automatic tyre pressure by axle load, with CTIS support in 4x4 Traction System - Clean, movable HUD (Ctrl+Shift+H show/hide, Ctrl+Shift+M move) Beta version – feedback and log.txt are welcome! Implement draft and tyre traction based on real soil, using agricultural engineering standards (ASABE D497 draft and Brixius traction). - Draft force per implement type (plough, ripper, subsoiler, cultivators, disc harrow, seeders…), width, depth, speed - Precision Farming soil types (sand → silty clay); works without PF using a medium soil - Soil moisture per soil type (sand dries fast, clay stays heavy for days) - Tyre/soil traction from real tyre sizes (e.g. 710/60R38), wheel load and pressure; rolling resistance in soft soil - Tyre pressure from real axle load; CTIS support with 4x4 Traction System (VarioGrip style), fixed pressure on tractors without CTIS, tracks supported - Replaces the game's own draft force (no double counting) - HUD: Ctrl+Shift+H show/hide, Ctrl+Shift+M mouse to drag it anywhere - Settings: modSettings/FS25_SoilDraftPhysics.xml (intensity, traction scale) BETA: feedback and log.txt welcome. Not recommended with Mud System Physics or Tractor Terrain Dynamics (tyre grip is handed over to them automatically).
Performance - Fixed FPS drops when driving onto a field or ploughing (reported by Patrik Vendelberger). Tyre/soil sampling now runs only for the vehicle driven by a player and is spread over several frames; before, every vehicle on the map was processed in one frame, 4 times per second. - Wheel sinkage, tyre grip and the implement's physical depth are updated less often and with smoothed values (no more constant wheel rebuilding). - Less work per frame in the HUD (texts and colours are built 4 times per second instead of every frame) – fixes a small camera stutter while working. - Faster game start: the settings menu section is now built only the first time you open Settings (it froze the start by ~4 s). - HUD textures compressed – no more "raw format" warnings in the log (reported by Patrik Vendelberger). Behaviour - The mod now only works on the vehicle driven by a player. Parked vehicles and AI helpers are 100% base game; when you leave a tractor or hire a helper, everything goes back to the game's values. - Smoother draft force: uses a smoothed speed, and short losses of ground contact no longer drop the force to zero for one frame. Thanks to Patrik Vendelberger for the report and logs!
- First full release (beta 3 + the change below). - Own soil types: without Precision Farming the fields are no longer all the same soil. Loamy sand, sandy loam, loam and silty clay in natural patches across the map (different on each map, the same every time on the same map, identical for everyone in multiplayer). Draft, grip, sinkage and drying follow them. With Precision Farming active its soil map is used. - Settings menu in the game (Esc > Settings > General > Soil & Draft Physics): soil types (Auto: PF or own / Own / Off = medium soil), HUD on/off, HUD style, icon size, tractor photo, draft force and intensity, implement really moves with depth, tyre grip, rolling resistance, wheel sinkage and amount, diagnostic log. No more editing the XML by hand. - Icon HUD (same style as 4x4 Traction System and Hydraulic Suspension): the tractor on a cut of the soil - soil colour darker when wet, wheels sinking, implement tines at the real depth, wheels flash red on high slip; depth/mode, draft, soil, moisture, slip, sinkage and grip used. The full panel is still available in the menu. - Moving the HUD (Ctrl+Shift+M): the camera and tractor no longer react to the mouse while dragging; Esc, Enter, right click or Ctrl+Shift+M finish. - Fix: in AUTO depth mode ploughs and cultivators could be lifted above the factory position and the tines came out of the soil. AUTO now only lightens the draft; the implement is never raised above its factory working position.
New - Implement working depth, controlled from the tractor like a real hitch: - Alt+Page Down deeper / Alt+Page Up shallower (40% to 160% of the implement's normal depth) / Alt+End MANUAL / AUTO. - MANUAL = position control: fixed depth whatever the soil. - AUTO = draft + slip control like an EHR hitch: the chosen depth is the maximum; the hitch lifts in heavy or wet soil and when the wheels slip more than 15% (never above half the chosen depth). Slip is filtered, so the hitch does not pump up and down. - The implement really moves: mounted implements change the lowered hitch height, implements with depth/support wheels sink their frame. 100% = factory position. Switch off: physicalDepth = false. - Only on depth-dependent implements (ploughs, cultivators, harrows, subsoilers). Saved with the savegame, synced in multiplayer, shown on the HUD (cm + mode). - Wheel sinkage: tyres and tracks sink into the field depending on soil type, moisture, tillage state, load, tyre size and pressure (WES/Saarilahti rut model through the Brixius mobility number). Wider tyres, lower pressure and tracks sink less. Firm dry soil < 1.5 cm, wet ploughed soil around 6 cm, max 20 cm. Fields only. Settings: wheelSink, sinkScale (default 1.5). - HUD: working depth row, sinkage and tyre footprint; panel translated. HUD keys (Ctrl+Shift+H show/hide, Ctrl+Shift+M move) are in the game's Controls menu. - Works together with 4x4 Traction System (real draft, axle load and grip feed its traction prediction and per-axle tyre pressures) and Hydraulic Suspension System (WORK mode only when the implement is really pulling). - Compatible with MoreRealistic: our draft force and tyre model step aside (MoreRealistic does those); working depth (MANUAL/AUTO) scales MoreRealistic's draft, the HUD works, and 4x4 / Hydraulic Suspension get MoreRealistic's real draft. - Compatible with Variable Working Depth: on the implements it controls, the depth is VWD's (Ctrl+Num +/-); our keys leave them alone and the HUD shows "VWD". - Translations for all 25 game languages. Fixes - The tractor's rear end no longer slides sideways while working (worst uphill in wet soil), and implements are no longer pushed back or sideways behind the tractor. The draft now goes through the game's own implement force (same point, direction and low-speed damping as the base game) - only its value comes from the soil model. - Wheel sinkage is steadier: axle load is filtered and the tyres are no longer rebuilt over and over while working. - Total draft for other mods counts only implements that are really working (lowered on the field). - No more "Path not registered" errors in the log when loading/saving the depth setting. - First start: the settings file is now written complete (HUD position included). Default keys can be changed in the game's Controls menu.
BETA 0.7.3.0 -Traction force and rolling resistance now act in the correct direction, regardless of the tractor's orientation -Implement wheels now use their own calculation (no Brixius traction; rolling resistance only when the implement is raised) -Automatically disables itself when MoreRealistic is active DUE TO INCOMPATIBILITY, WITHOUT PROBLEMS EVEN IF IT IS ENABLED IN THE MODS -Settings are automatically reset to the new values
Performance - Fixed FPS drops when driving onto a field or ploughing (reported by Patrik Vendelberger). Tyre/soil sampling now runs only for the vehicle driven by a player and is spread over several frames; before, every vehicle on the map was processed in one frame, 4 times per second. - Wheel sinkage, tyre grip and the implement's physical depth are updated less often and with smoothed values (no more constant wheel rebuilding). - Less work per frame in the HUD (texts and colours are built 4 times per second instead of every frame) – fixes a small camera stutter while working. - Faster game start: the settings menu section is now built only the first time you open Settings (it froze the start by ~4 s). - HUD textures compressed – no more "raw format" warnings in the log (reported by Patrik Vendelberger). Behaviour - The mod now only works on the vehicle driven by a player. Parked vehicles and AI helpers are 100% base game; when you leave a tractor or hire a helper, everything goes back to the game's values. - Smoother draft force: uses a smoothed speed, and short losses of ground contact no longer drop the force to zero for one frame. Thanks to Patrik Vendelberger for the report and logs!
- First full release (beta 3 + the change below). - Own soil types: without Precision Farming the fields are no longer all the same soil. Loamy sand, sandy loam, loam and silty clay in natural patches across the map (different on each map, the same every time on the same map, identical for everyone in multiplayer). Draft, grip, sinkage and drying follow them. With Precision Farming active its soil map is used. - Settings menu in the game (Esc > Settings > General > Soil & Draft Physics): soil types (Auto: PF or own / Own / Off = medium soil), HUD on/off, HUD style, icon size, tractor photo, draft force and intensity, implement really moves with depth, tyre grip, rolling resistance, wheel sinkage and amount, diagnostic log. No more editing the XML by hand. - Icon HUD (same style as 4x4 Traction System and Hydraulic Suspension): the tractor on a cut of the soil - soil colour darker when wet, wheels sinking, implement tines at the real depth, wheels flash red on high slip; depth/mode, draft, soil, moisture, slip, sinkage and grip used. The full panel is still available in the menu. - Moving the HUD (Ctrl+Shift+M): the camera and tractor no longer react to the mouse while dragging; Esc, Enter, right click or Ctrl+Shift+M finish. - Fix: in AUTO depth mode ploughs and cultivators could be lifted above the factory position and the tines came out of the soil. AUTO now only lightens the draft; the implement is never raised above its factory working position.
New - Implement working depth, controlled from the tractor like a real hitch: - Alt+Page Down deeper / Alt+Page Up shallower (40% to 160% of the implement's normal depth) / Alt+End MANUAL / AUTO. - MANUAL = position control: fixed depth whatever the soil. - AUTO = draft + slip control like an EHR hitch: the chosen depth is the maximum; the hitch lifts in heavy or wet soil and when the wheels slip more than 15% (never above half the chosen depth). Slip is filtered, so the hitch does not pump up and down. - The implement really moves: mounted implements change the lowered hitch height, implements with depth/support wheels sink their frame. 100% = factory position. Switch off: physicalDepth = false. - Only on depth-dependent implements (ploughs, cultivators, harrows, subsoilers). Saved with the savegame, synced in multiplayer, shown on the HUD (cm + mode). - Wheel sinkage: tyres and tracks sink into the field depending on soil type, moisture, tillage state, load, tyre size and pressure (WES/Saarilahti rut model through the Brixius mobility number). Wider tyres, lower pressure and tracks sink less. Firm dry soil < 1.5 cm, wet ploughed soil around 6 cm, max 20 cm. Fields only. Settings: wheelSink, sinkScale (default 1.5). - HUD: working depth row, sinkage and tyre footprint; panel translated. HUD keys (Ctrl+Shift+H show/hide, Ctrl+Shift+M move) are in the game's Controls menu. - Works together with 4x4 Traction System (real draft, axle load and grip feed its traction prediction and per-axle tyre pressures) and Hydraulic Suspension System (WORK mode only when the implement is really pulling). - Compatible with MoreRealistic: our draft force and tyre model step aside (MoreRealistic does those); working depth (MANUAL/AUTO) scales MoreRealistic's draft, the HUD works, and 4x4 / Hydraulic Suspension get MoreRealistic's real draft. - Compatible with Variable Working Depth: on the implements it controls, the depth is VWD's (Ctrl+Num +/-); our keys leave them alone and the HUD shows "VWD". - Translations for all 25 game languages. Fixes - The tractor's rear end no longer slides sideways while working (worst uphill in wet soil), and implements are no longer pushed back or sideways behind the tractor. The draft now goes through the game's own implement force (same point, direction and low-speed damping as the base game) - only its value comes from the soil model. - Wheel sinkage is steadier: axle load is filtered and the tyres are no longer rebuilt over and over while working. - Total draft for other mods counts only implements that are really working (lowered on the field). - No more "Path not registered" errors in the log when loading/saving the depth setting. - First start: the settings file is now written complete (HUD position included). Default keys can be changed in the game's Controls menu.
BETA 0.7.3.0 -Traction force and rolling resistance now act in the correct direction, regardless of the tractor's orientation -Implement wheels now use their own calculation (no Brixius traction; rolling resistance only when the implement is raised) -Automatically disables itself when MoreRealistic is active DUE TO INCOMPATIBILITY, WITHOUT PROBLEMS EVEN IF IT IS ENABLED IN THE MODS -Settings are automatically reset to the new values
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Soil Draft Physics FS25
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