Farming Simulator 25 mods

79,027 results
310 / 5,269
Realistic Worker Costs FS25
other

Realistic Worker Costs FS25

Realistic Worker Costs for Farming Simulator 25 Hiring a worker is no longer free. Every hired worker now draws an ongoing wage, so labour becomes a real line in your budget. Pay by the hour or by the hectare, watch skilled workers cost more, and keep an eye on fatigue, because a tired crew works slower. Suddenly how you manage your staff actually matters. ✨ Features - Ongoing Worker Wages - Hourly or Per-Hectare Pay - Three Wage Levels + Custom Rate - Skill-Based Pricing - Worker Roster & Levels - Worker Fatigue - Daily Hiring Hall - Multiplayer & Console Commands 🎮 Controls - Open the Worker Roster: Left Alt + H - Wage settings live in the game's Settings menu (admin-controlled in multiplayer) Note that wages are deducted automatically as your workers run, and the mod is safe to add to or remove from an existing save at any time! =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_WorkerCosts =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK =================================================================== Changed - Payroll follows the game's calendar. The monthly bill is issued on the last day of each month whatever the month length (a short month used to issue no bill), each farm is billed only for its own workers, and a bill is frozen when issued: Pay and Decline act on that exact bill, and declining no longer compounds the late penalty into the amount owed. - The Worker Costs page on the Realistic Farming Esc menu now holds hiring, firing, wage options, Reset and the crew board on one page; the old Worker Manager footer is gone. - The emergency loan in Income Mod can read your upcoming payroll bill. Fixed - A save sitting on the last day of a month no longer opens the salary dialog on the loading screen, which could stop the game from starting. - Setting the clock backwards within a day no longer bills the "missed" hours. - Multiplayer: hiring and firing charge the farm of the player who did it; players see the host's Worker Costs settings within about a second; an admin's change applies for everyone from any settings screen or the console, and those settings are locked for non-admins. - The hire hall keeps its place when the roster grows. - Key presses are registered only where they belong (on foot or in a vehicle), and the roster key has a default and shows the live key. - Translations: the Cost Mode and Wage Level settings have their labels and Monthly Salary its tooltip, accented letters show correctly in seven languages, the settings labels reach all 26 languages, the Korean "Field Detail" label is fixed, the page legend shows a plain dot between page names, and the title and description read correctly in the mod manager. New - Legendary worker tier. A fourth worker skill tier above Master, unlocked at Pro-Staff Level 16, with its own wage, hire, and severance values. - Rebuilt About tab. The in-game About page now has readable Core, Formulas, and Pro-Staff sections, with a two-column Pro-Staff layout. - Realistic Farming ecosystem integration. Worker Costs now saves its roster and hiring-hall state through the shared save system, reports the roster panel to the unified on-screen display, syncs across multiplayer through the shared network layer, and its settings appear in the Farm Tablet's System Settings app. Fixed - Legendary workers are no longer shown a fatigue surcharge they do not actually pay. The roster cost estimate now matches the real wage charge, where both Master and Legendary workers are fatigue exempt. - Wages are now billed once per in-game day instead of on a real-time timer, so a high time scale or fast-forward no longer overcharges you. - Multiplayer: wage billing now runs only on the host, and spectator or invalid farm slots are no longer charged. Note - Every ecosystem hook is optional. With none of the other Realistic Farming mods installed, Worker Costs works exactly as before. BIG UPDATE PLEASE READ THE CHANGELOG ENTIRLY The Pro-Staff update is here!! Your helpers are now a real team you build up over time instead of a pile of interchangeable workers. Back up your save first, just to be safe. [ Hiring Hall ] - Daily hiring limit of 5 a day, resets each morning and sticks across save/reload. The panel shows how many you have used. - Trusted employees pin to the top with a star. Saves, and shows for everyone in multiplayer. - Earn your Masters through experience on the job. They are no longer offered for hire; Experienced workers start appearing once your crew has put in hours. - Timed rotation - the hall now refreshes once per day instead of refilling on demand, and the pool survives a save/reload so it is not a free re-roll. [ Worker Dossier ] The Pro-Staff panel (ALT H) is now a master-detail dossier: click a worker for their skill and fatigue gauges, lifetime hours and jobs, a recent job history, and their base to effective wage. Hire, fire with severance, assign to a vehicle, and mark trusted, all from one place. [ Under the hood ] - Multiplayer - roster, lifecycle and job history sync to clients from the host. - Job continuity - a worker re-binds to their vehicle when a job resumes after a reload, instead of a duplicate being hired. - Farm Tablet - the panel steps aside when the tablet is open, so two overlays never fight. - UI fixes - dashboard wording matches the wage tab (Payment Strategy / Compensation Tier), the duplicate Effective Rate header is gone, and the tier unit now follows the chosen strategy [ Notes ] Old saves load fine. Console: type workerCosts. Open the panel with ALT H. Big thanks to Arissani for the ideas behind this one. Shout if anything looks off. - Your Payment Strategy and Compensation Tier settings now stick after a save and reload. They were resetting to defaults because the mod read its settings too early, before the savegame was ready. - Renamed Cost Mode to Payment Strategy and Wage Level to Compensation Tier in the Wage Settings tab. - Removed the duplicate row labels under each section header so the tab reads cleaner. - textWrap is not a real FS25 TextElement attribute; engine default textMaxNumLines=1 truncated every WC_BodyText with '...'. Set explicit textMaxNumLines on all 7 usages (menu page, about x2, dashboard, worker stats, salary dialog, wage settings help) - Est. Cost now shows in per-hectare mode: rate x hectares accrued this interval via new WorkerSystem:getEstimatedIntervalCost(); also used on worker stats page for total/per-worker/breakdown costs - Dashboard worker list shows 'Helper (Vehicle Name)' - l10n: payment interval is 30 min since the #38 fix, not 5; updated all 20 stale strings and dropped a redundant help sentence - Payment interval changed from 5 → 30 real-world minutes; job-completion notification shows total cost charged when a worker is dismissed - About page: version number now displays correctly; panel height expanded to prevent text cutoff - Renamed "Worker Breakdown" section to "Labor Cost Breakdown" - Renamed "Help" tab to "Cost Structure"; fixed toggle row overlap and text overflow in settings - Fixed: NPC neighbor workers (e.g. from FS25 Working Neighbor On Field) were incorrectly being billed to your farm. Worker cost tracking now checks farm ownership so only your hired workers count. - New: Full Danish translation added (63 strings). Thanks to DJWestDK! - Added mission.workerCostsManager cross-mod bridge for FarmTablet - Fixed aiSystem:getActiveJobs() + dynamic currency symbol - Fixed MoneyType and active job detection for helper wage suppression - Fixed Monthly salary dialog, localization, packaging, tab icon - Fixed Ultrawide layout, balance box anchoring, checkbox crash - Fixed FS25 textured icon; DXT1 compression - Bumped version to 1.0.9.0 Small but important patch addressing two UI bugs that some players were running into. What's fixed: - Fixed a crash that could occur when interacting with checkboxes in the settings menu - Fixed the settings panel layout on ultrawide monitors — the balance box was overflowing off-screen Saves: no changes needed. Full changelog -> https://github.com/TheCodingDad-TisonK/FS25_WorkerCosts/releases/tag/v1.0.7.0 - Added monthly salary for workers that have worked for you - Complete polish over codebase, wired code together and solved edge cases - Fixed missing l10n string wc_monthly_salary_short thas was missing for the settings page - Bumped version to 1.0.3.0 Thanks to @Mihai457 for commenting this as a suggestion - Added 4 new tab pages - A compete new landing page redesign (inside the pause menu we have our own page) Know issues: - Checkbox not fully implemented (Enable Mod, Notifications, and DEBUG Mode checkbox labels) - Sync between workers and dashboard might not fully work These issues will be patched in the next update! - Added a moneyType == MoneyType.WORKER_WAGES guard* *The hook now only suppresses the game's own worker-wage deductions. All other costs pass through normally. - Added local function getTextSafe back to WorkerSettingsUI.lua (above the class definition), so inject() has its resolver in scope and can complete cleanly - 10 bugs fixed - Removed dead code - Polish for entire codebase - Removed duplicate skill multiplier causing 25% cost overcharge - Fixed missing Logger.lua preventing mod initialization - Fixed missing UIHelper.lua preventing UI rendering - Added comprehensive README.md with setup guide - Added logger.lua singleton implementation - Added UIHelper.lua with UI creation utilities - Real-time worker detection using game's AI system - Periodic payment processing (every 5 in-game minutes) - Comprehensive debug logging for troubleshooting - Better error handling and validation - Enhanced documentation and installation guide - Fixed the download link and updated the version. I accidentally uploaded an update I thought was for the Soil Mod, but after submitting it I realized it was actually the Worker Cost mod. Since submissions can’t be undone or deleted, I had no choice but to wait until I got home to upload the correct version. Sorry about the confusion, and thanks for your patience! Changelog: - Fixed `SoilFieldInfo` command now properly initializes and returns field data - Improved daily soil updates with weather/season effects - Fixed small bug in settings UI Not working: - Visual soil indicators on map (no color changes yet) - Crop yield effects (doesn't change harvest amounts) - Fertilizer cost adjustments (setting exists but not implemented) - Equipment wear/tear from soil conditions - Soil texture/sand/clay effects Planned: - Crop rotation bonuses - doesn't give yield bonuses for good rotations - Cover crop effects - doesn't recognize cover crops - Soil compaction - from heavy equipment - Irrigation effects - on nutrient availability - Fixed UI/GUI issues - Improved compatibility* *Mod should work fine with my other mods, changed some GUI/UI stuff and now it works fine again!

CAT Dozer Pack FS25
other

CAT Dozer Pack FS25

Older and newer Caterpillar Dozer pack. Works with Terrafarm. These are not perfect, but they super fun to run. Hope you enjoy! The Pack contains a D8L, D9L,D9R,D10N,D10R,D10T2,D11N,D11R,D11T changed older dozers color to be more age correct. changed players hand position in the cab fixed some mesh problems around hood of some dozers changed size of all dozers to be correct.

Case IH Puma 185 – 240 V1.1.0.3
tractors

Case IH Puma 185 – 240 V1.1.0.3

Case IH Puma – Puma 185 CVXDrive (224 HP) – Puma 200 CVXDrive (245 HP) – Puma 220 CVXDrive (260 HP) – Puma 240 CVXDrive (271 HP) – Color choice for main color, interior, seat and rims – Animation for door and rear window Case IH Puma- Puma 185 CVXDrive (224 HP) – Puma 200 CVXDrive (245 HP) – Puma 220 CVXDrive (260 HP) – Puma 240 CVXDrive (271 HP) – Color selection for main color, interior, seat and rims – Animation for door and rear window Requires: Precision Farming Real GPS Mod Interactive Control Vehicle Years Variable tire pressure V1.0.1.1 Variable tire pressure mod support added 1.1 Fixed camera log problem Fixed dashboards log problems Added interactive control Added sound sound modifier (When doors/window opened sounds are louder from inside) Added realGPS mod support Added realGPS dashboard configuration Added precision farming crop sensors configuration Added Vehicle Years mod support Starlexs waffle siLance To start download click the filename. To open archive files use one of these programs: WinRAR, 7-Zip, WinZip. Some mod archives may need to be extracted before the mods will work.

Valmet 885 S / 985 S FS25
tractors

Valmet 885 S / 985 S FS25

valmet 885 S price: €16,000 85 HP 120 HP edited version 35 km/h narrow wheel option front coupler option front weights option pesticide tank option valmet 985 S price: €23,000 105 HP 140 HP edited version 35 km/h narrow wheel option front coupler option front weights option pesticide tank option primary tires and rims corrected Fixed the mod not appearing in other versions.

Automatic Service Station FS25
other

Automatic Service Station FS25

Category: Miscellaneous Price: $45,000 Daily upkeep: $50 Customizable ServiceStation for washing, repairs, painting, refueling, and charging. The size can be adjusted to fit your yard perfectly. Modes: - Full (Washing, repairs, painting, refueling, and charging) - Service (Repairs and painting) - Refuel (refueling and charging) - Wash (washing) Size: Width 2–20 meters Length 0.5–40 meters The settings for price, minimum requirement, and fill rate (% and immediate) can be adjusted in modSettings. AutoDrive is supported. Source code, help and issue reports: https://github.com/BLU3COW/FS25_ServiceStation - Added configurable minimum thresholds for repair, repaint, refueling, and charging. - Refueling and charging now continue to full only after starting below their configured level. - Fixed the charging display for vehicle combinations with multiple electric consumers. - Fixed servicing newly attached vehicles inside an active station trigger. - Fixed AutoDrive availability and vehicle-specific refueling state. - Fixed charging information for multiplayer clients. - Added robust settings validation and the missing AutoDrive XML schema entry.

ModNest Pro Mods without the ads No ads, no pop-up tabs, no download gate - straight to the file. Go Pro →
Small farm to build FS25
maps

Small farm to build FS25

Blank Card to Build Size 2x the water in the lake has been fixed a wind point for the wood has been added an old vegetable greenhouse has been added an old sawmill has been added the road has been reworked some animations have been added: aviation, hot-air balloon and ducks in the lake Added a sales point and also roads The rear has been moved, so you can expand your farm Added more trees Updated for the last version

MAN TGX 26640 Autoload FS25
trucks

MAN TGX 26640 Autoload FS25

A modification of the MAN TGX 26640, The autoload function was added and a color choice for the cabin, a color choice for the rear bulkhead between cabin and platform and the color choice for the rims was expanded, I also installed turn signals before Info: Price: €135,000 Power: 1640hp Max speed: 80 km/h Converted from FS22 - Version FS25 Shaders - Added base colors - Fix textures - Fix light - Fix sound - Added Ledbar option and on ( Ctrl + F) - Fixed lights - ModDesc changes - DescVersion changed - Version changed - Added Vehicle Years support - Added Angle Morts Option - Platform colors - Added realgps suport

Tire Shine FS25
other

Tire Shine FS25

Tire Shine keeps tire sidewalls clean, dark and shiny, just like in real life, with a single keyboard shortcut. The shine is applied only to the sidewalls: the tread keeps its original appearance and gets dirty as you drive. The shine disappears as the tires get dirty, so it’s time to apply it again. Features Works on any wheeled vehicle, both from the base game and mods: trucks, tractors, trailers and implements A single shortcut applies it to the vehicle and everything attached to it The shine gradually disappears with dirt Saved with the game save Multiplayer: the server controls the shine and all players see the same result Right Ctrl + P: apply shine to the tires (can be changed in the controls menu) Notes Tires from mods that use their own custom shader may not receive the effect. The shiny “wet” appearance is more intense with high graphics settings. Author: PERIN Tire shader based on the vehicleShader by GIANTS Software. -Translated into 27 languages (all FS25 languages) -New icon

Freight Center (Transport Hub) FS25
other

Freight Center (Transport Hub) FS25

Work as a truck driver! Transport third-party cargo (pallets, grains and liquids) and get paid per pallet or for every 1,000 liters delivered. The payment comes from a freight rate table: base amount + amount per kilometer to the destination. The cargo is free because it belongs to the client: it cannot be sold or used, only delivered to the destination specified on the delivery note. WORKS ON ANY MAP - Deliver to the sales points on the map itself or to your Freight Unloading Points - Catalog with all products that the map has available on pallets - Ready-made freight board with bonuses, only for destinations that actually buy that product on the map - Grains and liquids use their own loading points (chute and tank), without depending on the map's silos PLACEABLES (shop > Production) - Freight Office: create freight jobs, accept ready-made freight jobs and track delivery notes - Pallet Pickup Point: where the freight pallets are collected - Freight Loading Chute (grains): place it underneath a silo chute - Freight Loading Tank (liquids) - Freight Unloading Point: the trailer tips here and the freight is paid HOW TO USE 1. Place the Freight Office and the Pallet Pickup Point. 2. Walk to the Office and use the "Open Freight Hub" option. 3. Choose the product, destination and quantity, then issue the freight note. 4. Collect the pallets at the Pickup Point (or load the trailer at the chute or tank). 5. Deliver to the destination: each pallet or trip is paid immediately. READY-MADE FREIGHT JOBS Offers with the product, quantity and destination already defined, paying the standard rate plus a bonus. Whoever accepts first gets it. ADMINISTRATOR The host or server administrator defines the freight rate table (base amount, amount per km, cap, limits), the ready-made freight jobs (quantity, bonus and interval), and who can issue freight notes. MULTIPLAYER Supported. All rules run on the server and each pallet is paid only once, even after saving and loading. OPTIONAL With the DynamicFinance mod installed, payment can be deposited into the bank account. NOTES - The mod interface is in Portuguese. - Ready-made pallet freight jobs require at least one Pallet Pickup Point on the map. - Do not rename or extract the FS25_TransportHub.zip file. CREDITS Author: PERIN The mod is and will remain free. NEW -Translated into 27 languages: Portuguese (Brazil and Portugal), English, German, French (France and Canada), Spanish (Spain and Latin America), Italian, Polish, Czech, Russian, Ukrainian, Dutch, Hungarian, Romanian, Turkish, Swedish, Norwegian, Danish, Finnish, Japanese, Korean, Chinese (Simplified and Traditional), Vietnamese and Indonesian. -In multiplayer, each player sees the window, warnings and panel in the language of their own game. -Values, liters and distances are displayed in each language's number format. -Compatible with the Additional Currencies mod: values are displayed in the selected currency and, when the converter is enabled, are converted. This also applies to the freight table fields and the manual note value. FIX -In preconfigured grain and liquid freight, the TOTAL displayed a value much higher than the actual one; it is now calculated per 1,000 liters. -Values entered by the administrator in the freight table and for the manual value are now converted into the currency of the person entering them, rather than the server's currency. -Saving the freight table without changing a field no longer changes the value due to rounding. -Long texts in the buttons and window rows are reduced to fit instead of being cut off. -Value fields accept larger numbers for currencies such as won, yen and forint.

Komatsu Dozer v1.0
implements

Komatsu Dozer v1.0

Komatsu Dozer v1.0 Add tracked machinery to your Farming Simulator 25 fleet with the Komatsu D71PX-24. This bulldozer features a wide front blade for pushing and leveling supported loose materials, a detailed enclosed cab, and distinctive yellow Komatsu styling. Choose between automatic and manual hydrostatic transmission configurations, with a maximum speed of 8 km/h in both forward and reverse. Interior and exterior cameras, working lights, and custom engine and track sounds complete the experience. Features: Tracked undercarriage with animated components Front leveling blade with a 4.6 m working width Automatic and manual hydrostatic transmission options Interior and exterior camera views Working lights and reverse warning sound Multiplayer support Author: Tri State Crew Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

Case IH MXM 190 FS25
tractors

Case IH MXM 190 FS25

Power 190-235hp Weight 6.3t Speed 53 kph Base price 69,700 eur Choice of wheel colors Selectable weight (360kg-1460kg) or front suspension. Engine selection 190 hp - chiptuning 235 hp Beacon selection Roof lights Aerial Signal A GPS computer is included Width marks Crop sensors for "Precision Farming" mod STOLL frontloader console replaced with new model MP LIft console showing up when not selected fixed Player seat adjusted for first person body mod MX Frontloader console added for MX Frontloaders Added LED Bar option for extra lights configuration 2 options configurations switched to Yes/No type Wheels configuration order changed: All Standard options --> All Weights options --> All Twin back options ---> All Twin All options Added configurations with all weights/twin options: 540_65R28 650_65R38 600_65R28 710_70R38 540_65R30 650_75R38 If you have suggestions for wheels options that you want to be added, you can leave them in the comments. All wheels that exist can be found here: https://fs25assets.mantrid.net/tirefinder/ Brand does not matter, only dimensions matters for example: 540_65R28 etc. "Special" Red color added to configuration New Mod/Store icons (FS25 version) Wheels configuration reworked Rim color configuration fixed Variable Tire Pressure mod support added modDesc changes descVersion changed Version changed Passenger seat corrected Added Dashboard live support Added DashboardLive configuration with: Lemken, Zunhammer, Kuhn, Krone, Amazone Adjusted lights flare MP lift console configuration added Camera issue fixed Unused files removed Added "Vehicle Years" mod support Mouse control removed Interactive control mod support added Rims default color changed New clear glass texture for glass Crop sensors configuration for Precision Farming added Hood opening by X removed and replaced with mouse control Added realGPS support Added passenger seat for multiplayer Added main color configration Added/fixed dashboard lightings

Ursus 934/934 Turbo FS25
tractors

Ursus 934/934 Turbo FS25

Price: 32000 Power: 96-106hp Max speed: 40km/h Configurations Engine 934/934 turbo Wheels Brand Wheels Setup Wheel weights Front fenders Cockpit Attachers FrontLoader Main color Rims color Interactive control mod support Converted from FS22 For FS25: Reworked wheels/wheels setup configuration (for now only 1 type of rims, there will be more in future) Engine configuration changes sounds from stock to turbo Translated all configurations/IC to EN Few visual corrections Stoll frontloader console added MX frontloader console added Player seat position adjusted for first person body mod Ledbar configuration added Lights flare adjusted New Mod/Store icons (FS25 version) Vehicle Years mod support added Few visual corrections Windows glass material/texture changed to clear Added color configuration for roof painting Added precision farming mod support added

Massey Ferguson 3115 FS25
tractors

Massey Ferguson 3115 FS25

Massey Ferguson 3115 Massey Ferguson 3125 (126 hp) Price 55.000 Interactive controls support (Doors,Backwindow, lights toggle, ignition) Sounds modifier Stoll frontloader console added MX frontloader console added Ledbar replaced with better model Ledbar light added Configurations changed to yes/no type options Rims color configuration corrected New Mod/Store icons (FS25 version) Variable tire pressure mod support added Rims color configuration fixed Main color configuration with all base game MF colors added

McCormick C-Max 105 FS25
tractors

McCormick C-Max 105 FS25

McCormick C-Max 105 price used: 39.500€ max. hp: 105 max. speed: 40km/h configurations: frontweight frontfenders wheel configurations specialisations: cabin mousecontrol Stoll frontloader console added MX frontloader console added Driver seat adjusted for first person player body mod New Mod/Store icons (FS25 version) Variable Tire pressure mod support added Added GPS line sounds Added indoor rain/hail sounds modDesc changes descVersion changed Version changed Sound modifier added New ic icons added Added "Vehicle Years" mod support Interactive control mod support corrected for FS25 version Precision farming crops sensors configuration added Added realGPS support Added configuration for GPS monitor Fixed/Added dashboard lighting

More Realistic V20261014
other

More Realistic V20261014

More Realistic V20261014 V20261014 – add Fliegl PFW18000 MAXXLINE PLUS (slurry tanker) – fix center of mass bug with Kinze MatchTill401 when loading a savegame and the tool is folded (the center of mass was the one in the unfolded state) – Pottinger aerosem VT 5000 = no more “maxMass” for components – Weather : rewrite of the “wetness” and “dmpness” MR system => do not take into account the “month”. Only relies on the current temperatures settings and sun/not sun. (so higly dependant on the map settings now) – Fix visual bug with incorrect mass displayed on scales when playing in mp (client side only) 20260329 – new woodcrusher code = we want to limit/avoid the sliding at work = now we only rely on “joint” between the wood logs and the crusher (no more forces and frictionVelocity) – add converted Lemken Solitair 12 seeder – fix speed text display problem when there are 2 “dashboards” for the same node (example : John Deere 8R pillar speed display) – add converted Geringhoff sunlite 40 header – v1.17 of the game – fix broken detection of already loosened soil – fix for CVT : “transmission lock” like behavior when accelerating again at low speed (about 10kph) after an heavy engine braking (engine high in the rev when accelerating again) – add converted Einboeck Taifun XXL 900 – add converted Vaderstad nz extreme 1425 – fix bug from 202602XX with implements that are “combine” (example : Grimme Evo290) – new feature = disable implement wheels “DisplacementAllowed” in lowered position => prevent the bouncing effect we can witness when the implement is lowered and “still” (Example : Vaderstad NZ Extreme 1425) – new param = “mrNoGroundDisplacementWhenLowered” – new feature = disable “workarea” processing when not moving. IRL, a cultivator or a plough not moving = nothing happen to the ground. This allows us to fix the well known problem with the Pottinger Terria 6040 = dancing effect when detached while working a field. this can be disabled by using “” (see Farmax rapid trailed for example) – new feature = apply a factor to lessen the avg rolling resistance in field for trailer with more than one axle inline. Use the “inlineAxleNumber” param to specify the number of axles that are in line (wheels on the same side in the same track) – see brandtner TR34090 as example. See “Vehicle.mrGetGeneralPressureForRrFx” for more information on this feature. – add converted Valtra S 6th gen (tractor) – add converted Massey ferguson 9S (tractor) – add converted Summers CP2050 (cultivator) 20250519 – add some randomness for speed rotating parts (example : smaragd 500K) 20250521 – better combine harvester speed limit – ai driver now use brakes (avoid 100% road accident when giving it a light tractor with an heavy trailer for example) – adjust canola capacityFx (fruitTypes.xml) 20250523 – fix rare weird behavior with “power reverser” at changing point – add servo25 and pov5xl ploughs conversion 20250524 – fix visual bug : player left foot keeps going from pedal clutch to idle (or remain above the pedal clutch) 20250526 – lemken smaragd tuning (rotating parts radius) – add default “forcePointRatio” for MR Vehicles (0.5 instead of 0.3 for most base game vehicles) – add CaseIH Farmall C conversion – add “mrKeepCurrentGear” parameter for “directionChange” (useful when fitted with a powershuttle and same gears in forward and reverse) – new mrUpdateDynamicFriction function to replace the older one (simpler and take into account tires width/radius) 20250527 – rework of the MrEngine loading (no more lua errors and game frozen if MoreRealistic folder name has been changed) 20250530 – minor changes to current converted tractors xml to comply to “gsVehicleAnalyze” command – fix changeDirection time of the Challenger MT645 (there was no functionnal power reverser for this model) – engine sound not proportionnal => setting power 0.25 instead of 0.7 (base game = 1) – fix to avoid automatic downshift when slipping a lot while starting (example : john deere 3650 narrow wheels trying to start pulling the great britains seeder in a slope) – new xml parameter to better place check point for ploughs – adjust ploug draftforce curve function of speed – DDk2400 trailer brakes modified – after loading a game, if manual direction change is on, pressing the button = going forward (base game = “reverse” first time you change direction) – when manual gear shift is on, when in reverse, using the button to shift up now actually shift “up” (like IRL, this is more natural) – add converted Claas Evion 450 + vario 620 header – add converted cultivators : knoche ecoCultivator300 and amazone cenius 4000 super 20250531 – add converted einboeck pneumatic starpro 1200 – add converted gorenc puler 600 – fix bug when playing with manual clutch = when braking, the engine was stalling after 500ms. And the engine was also stalling while using the power reverser when featured (change direction under load without clutch) 20250601 – changes to take into account PTO tools (big changes, need a lot of testing => engine rpm and sound, with or without manual clutch => when pto is active) – changes to the rolling resistance system (especially at still, but in fields too) – add converted Farmax rapide 450 (try it with the John Deere 3650 to experience the new PTO engine rpm and sound, you can stall the engine in manual clutch pretty easily with this tool. Then try it with the Challenger MT645 or above to see the difference) – add converted Horsch Kredo power harrow – changes to dynamic friction module : wet/snow 20250602 – remove interpolation for rpm (better sound and more precise rpm needle) – big changes to mrUpdateWheelsPhysics to handle better manual + clutch mode 20250603 – rework of WheelPhysics.mrGetRrFx (rolling resistance factor function of ground, wetness and tire size) – fuel usage factor (game settings) is now the same for MR and not MR vehicles (normal = IRL fuel usage, low = 0.5x and high = 2.5x) – vehicle debug now display accPedal and brakePedal values – fix bug with “self.spec_drivable.brakeToStop” => preventing client player from driving in multiplayer if the owner didn’t enter the tractor for the first time 20250604 – new rrFx computing to take into account field “firm” soil (harvest state) for rolling resistance = less rolling resistance when driving over harvested field than cultivated field for example. and you will get somehow better traction too in such case – fix bug : less “dynamicFrictionFx” in reverse than forward – fix : less hydrostatic transmission braking force (both MR engine braking and base game “controlVehicle” function were used to brake the vehicle at the same time). This was especially visible with the Claas Evion Combine Harvester (2WD) when changing direction – tuning : changing direction with hydrostatic transmission is more gentle (it was “brutal” at full power) 20250605 – moddesc version set to 99 – default motor.autoGearChangeTime set to 700ms (override 0ms time for some base game vehicles) – it is now possible to depress clutch pedal even if in automatic mode (or driving a full powershift transmission) – less slipping when changing gears (better sound and visual with powershift shifting) 20250606 – adjust max clutch slipping time (and rpm curve allowed) – lessen rpm drop for hydrostatic combines unloading while not harvesting (and moving forward/backward to smooth grain in the trailer) – fix log error when trying to load “widthAndDiam” param from additionalWheel config – disable MR “WheelsUtil.updateWheelsPhysics” for vehicles controlled by “AutoDrive” mod – we can now shift gears and use the clutch in automatic shift mode (player is prioritized) : can be useful to start with high rpm for example 20250607 – limit max pressure for rolling resistance factor in field/soft terrain => IRL, there would be no difference between 6 bars or 20 bars in bad condition (axle touching the ground in both cases) – add converted Bredal k105 lime spreader – new mechanism for autoshifting => avoid being stuck in “first” gear when slipping a lot (eg : bad ballasting of the tractor, or differential system going crazy) (example : case ih farmall 100 + wheel mass + loader but not front weight + knoche ecocultivator300 + cultivating going up the a hilly field) – new recommandation for xml differentials settings = differentials sytem has a hard time to stabilize in game = this is not adviseable to set value of 1 to try simulate a diff-lock. 1. you will never obtain the behavior of a diff-lock (both wheels can still rotate at different speeds) 2. you will get “stutters” in wheel speed because the differential system is not able to match the demanded 0 difference between both wheels 3. you will lose a bunch of engine power when the differential system goes crazy (example : 200Hp tractor cultivating at 12kph and then not able to go past 6kph for unknown reason) recommandation for FWA (front wheel assist =most of the tractors) = – ratio of 3 for front wheels – ratio of 2 for rear wheels – ratio of 1.3 for center differential – torqueRatio of 35% front and 65% rear bad news = this is still possible to encounter the differential going crazy problem but : this is far worse with base game engine and vehicles (just try to put a tractor in front of a “wall” for example, and try to push it… look at the different wheels and rotation speed. You can also enable vehicleDebug mode to see the “crazy jerking” of the differentials and wheels rotation values) 20250608 – prevent “non power reversing manual gearboxes” from using powerReversing code – soften new mechanism for autoshifting (it was too optimistic) – do not engage auto park brake when playing with “manual+clutch” settings (except if player brakes until no speed) 20250609 – remove special new mechanism for autoshifting => it was giving more problems than fixes – add damping to driven wheels rotating too fast compared to others driven wheels (trying to help differentialssystem to stabilize) – auto-accelerator when pto is on (we want to keep a minimum engine rpm // IRL, rotating too slow would mean the equipment would not work as intended) – Power harrows and spaders => more draftforce when pto rpm is low. Far more realistic and prevents cheating going downhill with neutral and pto on – fix bug : with manual clutch, tractor could stall but continue moving – new stall timer code (more realistic, there i no more a “range” of rpm for stalling. If you drop rpm too low = in 0.3s the engine is stalled) – auto park brake and auto-clutch (when hard braking) for manual with clutch mode (IRL, some tractors do have an auto unclutch feature. John Deere directDrive transmission for example. Or, somehow, the older Fendt “turbomatik”) => warning : you can still stall the engine easily in other situation (work task too hard and engine dropping rpm) 20250610 – remove lower maxacceleartion for AI and when PTO is on (not needed anymore) – fix bug : AI driver was not releasing brake everytimes 20250611 – add converted Hardi Mega 1200 sprayer and front tank – add converted Pottinger Rotocare V12400 – add converted Hardi Aeon 5200 sprayer – fix bug : when playing with manual clutch and a controller = very high stopping power when going reverse and partially clutching 20250612 – add converted Hardi Mega 1200 sprayer and front tank – add converted Pottinger Rotocare V12400 – add converted Hardi Aeon 5200 sprayer – fix bug : when playing with manual clutch and a controller = very high stopping power when going reverse and partially clutching 20250614 – new override vehicle loading system to be able to override DLC vehicles too – add converted Ford / Versatile 976 20250614.2 – add converted Ford / Versatile 1156 – fix bug : in automatic shifting mode, if no best group is found, the group 1 was selected (but it could be the reverse group for example) 20250615 – power of 0.5 for self.manualClutchValue in VehicleMotor.mrUpdateGear – autogear shift will try to downshift (gear or group) to get more engine stopping power if speed limit is reached – FIX for Precision Farming to make it recognize overrided default vehicles by MR 20250622 – change in VehicleMotor.mrUpdateGear to force waiting for direction/group change time (player could change direction and just after change gear to not wait for the “changedirectionTime”) – autoshift wait for 2s before trying a new change after player has changed a group manually – tuning : great plains seeder wheels – PowerConsumer : draftForce => at very low speed = more force needed (we don’t want smaller tractors to be able to pull at very low speed heavy implements) – make wood crushing enjoyable (fix base game problems = too much stucked logs, lost woodship = up to 100% losses for each log with base game, no differences with different tractor engine power) – add converted Heizomat 10-500 KF wood crusher – fix powerConsumer “addForce” that could get a divide by zero – fix (not MR) : Versatile/ford 976 wrong additionalMassNode => config_weightFront300 instead of config_weightBack400 for front ballast – fix missing vehicle combination in the ingame store when the combination = a mr converted base game vehicle 20250622.2 – add converted Jenz HEM 922 DQ Cobra Hybrid – several changes to the woodcrushing system (how MR engine handles that, nothing visual. Forces, pwoer, limit and so on) 20250622.3 – tweaking woodCrushing system 20250623 – tweaking woodCrushing system – add converted Pottinger Terria 6040 – add some randomness to rotation damping when wheels are not touching the ground – tweaking of dynamic friction. Add limitation when slipping a lot 20250624 – fix bug with woodcrusher : in some cases, when splitshape was called and no split occured, there were free woodchips 20250627 – woodcrushers : enhanced traction force system (better stability and force direction) – woodcrushers : better overall system. Just throw everything at them ! – tweaking of dynamic friction. Add limitation when wheels are overloaded (less pull ratio for overloaded wheels) 20250629 – woodcrushers : additionnal system allowing cutting less than minimum cut length if a wood shape remains under the cutter for too long – fix problem = when “automatic start motor” is desactivated => we control the player = move toward the tractor en press “E” key to enter it, and the tractor moves a little bit (because we don’t always depress the move forward key just before pressing the “E” key to enter the tractor) – add varying center of masses for the converted Agromasz pov 5 xl plough – add more spring to the back wheels of the converted Pottinger Terria 6040 (fix the “dancing” problem when detaching this tool while lowered in field) – adjust brake force converted Case IH Farmall C – debugMode : add slope value in percent (work when only “terrain” in front and behing the vehicle : check 2m in front and 2m behind “component 1”) 20250701 – forcePointRatio is now placed 10cm above the ground – playing with spring and damper to find something right – dynamic friction force = now also rely on “getWheelShapeContactNormal” 20250707 – add converted Pottinger Servo T6000 plough. draftforce depend on the working width – playing with ploughs = new draft force curve function of speed. Some adjustment to servo 25 and Agromasz ploughs. (max force, center of mass, force point, etc) – fix bug : AI driver, when alone without player in the tractor, and working with a PTO tool was not moving (or really moving very slowly) 20250718 – add converted Treffler TGA560 shallow cultivator – add converted Horsch finer 6 SL shallow cultivator – add converted Vaderstad TopDown 600 heavy cultivator – add converted Agromasz Grizzly X4 heavy cultivator – add converted Kuhn Prolander 7500 shallow cultivator – add converted Vaderstad Rexius 1230 roller recommandation for FWA (front wheel assist =most of the tractors) = – ratio of 1.3 for all differentials – torqueRatio of 35% front and 65% rear 20250723 – tuning : Vaderstad rexius 1230 – add converted Brandt 591A roller – only add engine “governor range” to MR vehicles (not MR vehicles get a small default governor range => fix sound problem with some modded vehicles ?) – change lime bigBags to 1000L (same bigbag and bigBag pallet than fertilizer or seeds, but 2 times more liters in base game ?) 20250724 – add “varyWithVisibilityNode” and “varyWithVisibilityFactor” for MrPowerConsumer => allow specifying a draftforce multiplier only active when a given node is visible – add converted Agrisem Combiplow sub-soiler – add converted Alpego kforce sub-soiler 20250727 – MAJOR CHANGE : base game physics engine doesn’t take into account wheels masses for dynamic object “balancing”. Example : tractor with frontloader and masses in the rear wheels are tipping the same as the version without masses in the wheels MR FIX = add the wheels masses to their respective component. And keep the wheel physics masses for wheelshape (inertia) – add converted Horsch versa seeder – MAJOR CHANGE : mr engine now keep the wanted “rotationOffset” of the tool whatever the tractor. => which means a MR tool, will not have a different angle when lowered depending on the tractor – Following these 2 major changes, all implements have been checked (and modified) again (mainly attacher joint and draftforce) 20250730 – Fix Rexius 1230 bug (“Invalid vehicle translation detected, resetting to shop”) => remove 0 maxLatStiffness from base game xml – Tweaking and new dynamicFrictionScale computing to take into account the MAJOR CHANGE for wheels – Set combine limiting speed system “minspeedLimit” to 2kph 20250731 – add draftForce for combine harvesters headers to simulate stems “friction” when lowered – add converted Volvo L120H wheel loader – fix bug : brake pedal not visually depressed when the controller was not at 90% minimum (CVT and Hydrostatic transmission) 20250801 – add converted Unia Fenix 3000 seeder – add converted Agromasz Aquila Drive 400 seeder – new “mrGetPressureFx” version 20250818 – add converted Poettinger Aerosem VT5000DD seeder – add converted Amazone Precea 4500 planter – add converted Kuhn Maxima 3 TI L planter – add converted Horsch Maestro RX planter – add converted Grimme Matrix 1800 planter – add converted Kuhn TF1512 front tank – add converted Horsch Partner 1600 FT front tank – add converted Kverneland Optima RS planter – add converted Horsch Maestro 24.50 SV planter – add converted Kinze 4905 Blue drive planter – add converted Mzuri proTil 4TX – fix bug with ObjectChangeUtil and “MrAddMass” => sometimes, centerOfMass and mass was computed 2 times – Modified “WheelPhysics.mrGetDryFx” and “WheelPhysics.mrGetWetFx” to take into account new “mrGetPressureFx” version 20250826 – more rolling resistance on loose field soil – override “WheelPhysics.updateBase” to move wheelshapes force point in the X direcion toward the outside of tires (vehicles are way more stable while cornering, especially with duals) – add converted deutz fahr agrostar 8.31 tractor 20250828 – add converted Brantner z18051 trailer – tweaking of converted trailers and tractors to take into account new wheelshape force point system 20250831 – improved auto shift gears (when brutal speed change, example : collision against a wall) – removed base game manual clutch special engine rot speed when clutch is depressed – new combine harvester speed limit computing system – better center of masses for Bredal fertilizer spreader to take into account 20250826 20250902 – compatibility with patch 1.11 20250903 – fix bug : engine not reving when in neutral without depressing the clutch – improve auto group change = base game Isaki 1233 or Antonio Carraro Tigrecar were not shifting groups up – add converted Lemken Juwel 6 20250911 – add converted Massey Ferguson Beta 7360 AL4 and Fendt 5275CSL combines + freeflow headers – add converted New Holland CH 7.70 combine + superflex and varifeed headers – add converted Case IH 7150 combine + terraFlex headers – add converted corn heads : CR980 8 and 4408 – add converted corn head capello diamant 8 – add converted corn head geringhoff northstar 1230 FB – new feature = min ground wetness function of current month. Also more wetness at night. (example : during october, at least 15% wetness and even 20% during night) 20250916 – fix bug with autoshift when there is only one gear – fix agromasz pov5xl falling on its side at loading time – fix lemken juwel 6 falling on its side at loading time – add converted International Transtar II Eagle truck – add converted LodeKing distinction triple hopper trailer – fix bug with hydrostatic transmission and controller (to get a target speed greater than 5kph, it required more than 85% of acc pedal) 20250923 – tweaking (draftforce, accelerator response to controller curve) 20251003 – fix bug : multiple call to “Lights:onVehiclePhysicsUpdate” could lead to FPS drop in reverse direction (reverser light switching on/off dozen of time per seconds, not visible by eye) – more damping for “free wheels” (not driven wheels and not touching the ground) => probleme especially visible with 2wd combines and heavy header (rear wheels often off the ground) – added some “elasticity” between combine harvesters and headers (thanks johannesschmalzl) – simplified formula for rollingResistance (no more increase with speed) 20251023 – add converted Claas Arion 500 tractor – first release of MR CVT 20251024 – working on Claas Arion 500 (add 550 and 570 engines) – apply a 0.85 factor to final yield when Precision Farming is present (to avoid getting extraordinary yields in game) 20251030 – MR CVT enhancement 20251110 – add converted Berthoud vantage 4300 (sprayer) – add converted Amazone ux 5201 Super (sprayer) – add converted Amazone zg ts 10001 (spreader) – add converted Streumaster fw 212 td profi (spreader) 20251122 – add converted Mack Superliner (truck) – add converted New Holland LWB PLMI (tractor) – trailers attacher joint tweaking – auto gear shifting takes into account “virtual target speed” and “engine load” to allow upshifting at partial throttle => more than 70% throttle input means the operator want to shift up if possible. Less than 25% throttle input means the operator wants to downshift if possible. – new way of overriding DLC vehicles => we keep a “perfect copy” file of the DLC vehicle xml (faster to update it with a new version if needed) – add converted Holmer terraDos T5.40 sugarbeet harvester – fix bug with default MR CVT = sometimes (mostly in reverse), even when fully accelerating, we couldn’t reach the top reverse speed. (engine rpm was still) – updated versatile/ford tractors from prairie DLC to take into account the modified i3d file from Giants 20251202 – fix MR bug : in some situation, reversing light was remaining ON when exiting the vehicle – add converted Case Puma (tractor) – add converted Steyr Absolut (tractor) – add converted Lemken Titan 18 (plough) – add converted Krampe BigBody750S (trailer) – add converted Agrifac Lighttrax (sugarbeet harvester) – add converted Amity 3750 defoliator – v1.15 ready 20251209 – fix MR bug : in some situation, reversing light was remaining ON when exiting the vehicle – add converted Case Puma (tractor) – add converted Steyr Absolut (tractor) – add converted Lemken Titan 18 (plough) – add converted Krampe BigBody750S (trailer) – add converted Agrifac Lighttrax (sugarbeet harvester) – add converted Amity 3750 defoliator – add converted Amity 2720 harvester (trailed sugarbeet harvester) – add converted Ropa Tiger 6S (sugarbeet harvester) – add converted Ropa Maus 5 (sugarbeet loader) – add converted Kverneland PW100-12 (plough) – fix “getContactforce” bug when reloading some vehicles – v1.15 ready 20260105 – fix bug rrFx remaining at 1 – fix bug : power shuttle was a little bit lazy in pto mode (CVT transmission) – add converted Ropa Keiler 2 potatoes harvester 20260113 – fix bug rrFx remaining at 1 – fix bug : power shuttle was a little bit lazy in pto mode (CVT transmission) – add converted Ropa Keiler 2 potato harvester – add converted Grimme Evo290 potato harvester – add converted Grimme Ventor 4150 potato harvester 20260213 – add converted Einboeck aerostar 2400 (weeder) – more realistic dashboard rpm and speed : decimal and refresh rate (text) – enhanced mr cvt pto mode – add converted Lode King Prestige Super B trailer – more realistic dashboard fuel usage and engine load : decimal and refresh rate (text) – disable mrUpdateWheelsPhysics when the transmission is managed by “CVTaddon” mod 20260225 – add converted Zunhammer vibro slurry tool – improved PowerConsumer.mrGetForceMultiplier (some field states were not detected correctely) 20260407 – fix bug : remove the “maxMass” setting for the John Deere S7 combine harvester (not relevant => cause bug when the hopper is near full level and the combine weight reaches 35T) – rolling resistance tweaking (a driven wheel is easier to “pull” in wet soft ground than a not driven one) – fix bug : with a combine, when attaching/detaching the header onto a “header trailer”, by leaving the combine above the “header trailer” without driver, the combine was linked to the “header trailer” (only way to free it = resetting the trailer to the shop) – fix MR bug : enable “workarea” processing when not moving for combine harvesters (now check “workArea.requiresGroundContact”) => this was causing a huge pile of straw when straw dropping is enable and the combine is not moving while activated 20260424 – add converted Claas 6900 (combine) + convioFlex 1080 (header) – add converted Krampe RamBody AS750+ (trailer) – add converted Demco 850 (auger wagon) – add converted Bergmann GTW330 (auger wagon) – some changes for the “motor damping” when pto is active – more natural engine braking and less agressive speed reduction in certain circumtances (especially when pto is active) – rework of the Agrifac condor (was not up to the mr standard = first vehicle converted to test “hydromotive” transmission) – add converted J&M X-Tended Reach 1112 (auger wagon) – add converted Case IH Patriot 4450 (sprayer) – add converted Agrio Dino II (sprayer) – add converted Elmer’s HaulMaster (auger wagon) – modified engine sound function of rpm – new “mrSuspension” setting to allow varying spring/damper function of mass (useful for trailer with 2 axles or more = to get some “softness” from the suspension when empty like IRL. We also get less difference in height when empty and fully loaded) – add converted Brantner dd24073 (trailer) – new console command for server side = “mrVehicleRecover” (this allows fast recovery ‘inplace’ when testing vehicle stability) – nothing is lost, the trailer/implement content is kept. This is not a reset. The vehicle is “lifted” to get back to its wheels. – add converted Walkabout WMB 4000 (mother bin) with working display scale and in kilos instead of liters – add “mrFillMass” dashboard valueType (see Walkabout WMB4000 motherbin as example) – add Amity Crop Chaser 1000 (Multi-crop Cart) – add some downforce at high speed to simulate the air flowing around the vehicle – major change : get ride of the wheel “damping” effect of the base game when driving at “high” speed => prevent the “sluggish” speed increase with trucks when getting some speed on the road for example. (MoreRealistic is even more realistic) 20260430 – add converted convey all CST1550 (seed tender trailer) – add converted Bergmann RRW500 (beet transfer trailer) – add completed converted Volvo FH16 (truck, only 780 4×2 config was converted previously for test purpose) 202605XX – new reverse sound management (reverse sound is playing even at still when the reverse “gear” is engaged) – new reverse light management (reverse light is active when the reverse “gear” is engaged) – add converted Amazone Citan 15001C (seeder) – add converted Horsch Avatar 12.25 SD (seeder) – add converted Bednar Omega 6000FL (seeder) – add converted Kuhn Espro 6000RC (seeder) – better MR CVT management (trying to get a better driving experience in some situations) – add converted Novag T-ForcePlus 950 (seeder) – add converted Kockerling Ultima 800 (seeder) – add converted Kuhn HR6040RCS (power harrow) – reworked CVT transmission pto mode (sluggish in some situations and not delivering the expected power) – power harrows and spaders do not consume less power when the rpm is higher than the wanted rpm anymore – add converted Kuhn btfr6030 (seeder) – add converted Bednar Kator KN Profi 8000 (power harrow) – add converted Case IH Vestrum (tractor) – update “tractorConversion.xml” file (brakes, spring and damper help) – fix problem with manual clutch and vehicle not moving when releasing the cluch pedal without depressing the accelerator – add converted John Deere X9.1100 combine harvester – add converted Pottinger TerraDisc 10001T (disc cultivator) – already worked ground draft multipliers changes – add converted Kinze mach till 412 (disc cultivator) – add converted Farmet Softer 11 PS (disc cultivator) – add converted Dalbo Powerchain 800 (not a disc cultivator) – add converted Vaderstad Carrier 625XL (disc cultivator, already present, but old conversion) – add converted Bednar Swifterdisc XE 18400 Mega (disc cultivator) 202606XX – add converted Claas Lexion 8900/8800 (combine harvester) + convio flex 1380 header – improved harvesting limiting speed – reworked of existing combine harvesters (RealisticMain.COMBINE_CAPACITY_FX is now 1.15, all combines harvesters tested again with and without chopper in a 100% yield wheat flat field) – more realistic max cutter bar harvesting speed (for converted headers) – more “engine brake power” for hydrostatic transmission – add converted New Holland CR11 combine harvester + MacDon FD250 (MacDon + NH + CaseIh version) – add converted case IH AF11 combine harvester – add “mrMovingSpeedRatio” param for “turnOnVehicle.turnedOnAnimation” => allow varying the speed of the animation depending on the ground speed (example : MacDon FD250 reel) – add converted Case IH 4418N and New Holland 980CR 18-22 corn head – add converted Geringhoff Northstar 1830 corn head – add converted Geringhoff Milostar 1630 milo/sorghum head – header trailers can now recognize converted MR headers (DynamicMountAttacher/lockPositions) – fix problem with woodcrushers and out of limit rpm value – add converted John Deere V452R round baler – pto load can “brake” the vehicle when the engine torque is not sufficient – bale mass = computed from fillLevel and fillType density – add converted New Holland ProBelt 165/450 and Case IH RB456 round baler – add converetd Goeweil G1 F125 round baler – add converted Kuhn VB3190 round baler – add converted Krone VariPack V190XC Plus – MR Balers are now compatible with grass (output, power and bale mass) – add converted Farmtech dpw1800 flatbed trailer – add converted Kroeger pwo24 flatbed trailer – new advanced spring system (takes into account the load to get a non linear response) => see bale trailers – new “variable center of mass” system to takes into account “tension belted” objects (now we get the same load on wheels when attached or not attached by tension belts) – add kuhn gmd3123F and gmd8730 discs cutters (mowers) 20260721 – add Samasz XT390 disc cutter – add Samasz KDF341S disc cutter – add Vermeer TM1410 disc cutter – add elho Duett 7300 disc cutter – add Krone BigM 450 self propelled mower – add Poettinger AlpinHit tedder 20260801 – add Pottinger Boss Alpin (self-Loading wagon) – add Pottinger Faro 4010D (self loading wagon) – add Schuitemaker Rapide 580V (self loading wagon) 20260807 – add Pottinger Jumbo 8450DB (self loading wagon) – fix bug with “MR_DynamicMountAttacher” (example : combine header trailers) 20260821 – add Claas Quadrant 5300FC (big square baler) => pto power with “surge” at stroke time, bale animation synchronized with stroke, stroke sound synchronized with actual stroke time. – add Kuhn SB1290ID (big square baler) – add Massey Ferguson 2370UHD (big square baler) – add Fendt Squadra 1290 (big square baler) – add Massey Ferguson 1840 (small square baler) – “powered” implements are now turned off when the engine speed is too low – “animationTime” is not reliable for synchronizing sound and bale moving => get ride of it. Only rely on “strokesPerMinute” value now. 20260825 – “mrVehicleRecover” console command is now multiplayer ready (default binding = CTRL + SHIFT + R) 20260826 – support moreRealisticXmlDatabank 20260828 – new “mrFindBestGearCombination” function to replace “mrFindGearChangeTargetGearPrediction” and “mrManageUpdateGroup” to better handle semi-powershift transmission 20260908 – add Brantner TA12050 (manure spreader) – add Hawe DST16 (manure spreader) – add Farmtech variofex 750 (manure spreader) – add Bergmann TSW6240W (manure psreader) – add Samson US235 (manure spreader) – add Kuhn Primor 15070 (straw blower) V20260913 – add Farmtech Supercis800 (slurry tank) – MR engine now also handles the “modSettings\moreRealisticXmlDatabank\convertedXml” folder to load xml of converted mod vehicles V20260923 – add Elmer Ravage (straw blower) – add Massey Ferguson 5700S (tractor) V20260930 – better autoshift logic, especially for fullpowershift/semi-powershift gearboxes – add Claas 400 (tractor) – fix problem with AutoDrive using “mrUpdateStartGearValues” (Autodrive can’t use MR transmission management) – add Rudolph tdk301RA/RP and DK280RP trailers 20261001 – add fliegl ASW 271 trailer/manure spreader Author: quadural Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD

310 / 5,269

We use essential cookies to keep you signed in and remember your theme. With your consent we also use functional storage (to remember preferences like downloaded mods, kept on your device) and ad cookies that help keep ModNest free. Pro members never see ads. Privacy & cookies.