Exhaust Plus V1.0.6
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Exhaust Plus V1.0.6

🚜 Exhaust Plus – advanced exhaust system for Farming Simulator 25 Exhaust Plus is a realistic smoke that completely recycles the standard exhaust of vehicles in Farming Simulator 25. The mod replaces vanilla smoke with a multi-level particle system that dynamically responds to engine load and speed. – Improved behavior of smoke on vehicles. (previously, the minimum and maximum speeds were set strictly in the script, now they are read from the engine from the equipment) – Slightly improved behavior of smoke under load V1.0.5.0 – Fixed an error that was in the log when switching presets on the go – Added new LightSmoke preset – Fixed a problem where when the Vanilla preset was turned on on a vehicle, it continued to work when the engine was turned off. – Fixed a problem where if a vehicle had a launcher, a second smoke would come from there. – Improved Hud line that appears when switching presets or disabling custom smoke – Fixed a problem when smoke was coming out on two active pipes, but only one! – Fixed client-server-client synchronization problem. (Well, sort of) – The default keys have been replaced by left ctrl+left shift+K and ctrl+left shift+L (they can’t be reassigned themselves, the game can’t do that, this is for new users) or you can find the file inputBinding.xml in the documents find something like this in it and delete it (it’s easier to go to the control settings and change the keys) <actionBinding action=”BMP_EXHAUSTPLUS_VANILLA”> <binding device=”KB_MOUSE_DEFAULT” input=”KEY_lctrl KEY_lshift KEY_k” axisComponent=”+” neutralInput=”0″ index=”1″/> </actionBinding> <actionBinding action=”BMP_EXHAUSTPLUS_PRESET_NEXT”> <binding device=”KB_MOUSE_DEFAULT” input=”KEY_lctrl KEY_lshift KEY_l” axisComponent=”+” neutralInput=”0″ index=”1″/> </actionBinding> V1.0.1.0 – Added the ability to enable or disable Custom smoke on each vehicle. (K button, or set your own in the control) – Added the ability to select a preset for a vehicle from existing ones. (L button, or set your own in the control) All states are saved in a save and loaded from it.

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