Farming Simulator 25 mods
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Mercedes Actros Edit V1.0
Mercedes Actros Edit V1.0 Price:128.000 Power: 625 HP Automic Capacity 400Lt petrol Max Speed:80 Color configurations The real mod maker Starlexs The edit mod maker Dertli Mod Permission has been obtained from the manufacturer. Specially prepared exhaust sound and reverse gear sound. Required mods: Interactive Control Vehicle Years Author: Dertli Mod, Starlexs, TBSimulationen Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
AutoSwitch BETA 2 v1.0
AutoSwitch BETA 2 v1.0 AutoSwitch is a companion mod that automates tire pressure and differential settings while delivering realistic traction. It integrates Variable Tire Pressure, Enhanced Vehicle, MoreRealistic, Mud System Physics, Tractor Terrain Dynamics, and AutoDrive, allowing them to work together without modifying or disabling any of them. Goal: To make the game more realistic and improve performance. Features: Automatic/manual tire pressure: Works with AutoDrive/Courseplay; deflates in the field and inflates on the road. Manual driving offers Automatic or Manual modes. The automatic VTP reinflation at 30 km/h is disabled. Automatic/manual differential lock (Enhanced Vehicle): Rear locks at 15% slip, front at 30% (adjustable); unlocks at half the threshold value; switches to 4WD in the field and 2WD on the road; resets upon loading. Steering and locks: 90% steering angle in 4WD. Locks disengage when steering exceeds 50% (rear only), 20% (front only), or 10% (both), and re-engage once wheels are straightened. Requests to lock differentials while wheels are turned are rejected, accompanied by a “Straighten wheels” alert. Realistic traction on all terrains (MoreRealistic): Traction loss on wet ground across 5 difficulty levels (Beginner, Easy, Normal, Hard, Extreme); Variable Tire Pressure field bonus adjusted to +15% (+20% for dual wheels); fixed differential lock bonus (+4% rear wheels, +3% front wheels); “Use Your Tyres” wear mechanics factored in. Dual wheels: Real-world width accounted for by Mud System Physics; improved traction on wet ground; VTP fix for brand-variant tires. Dual-wheel pallets: Rear (BKT 650/65R42) and front (BKT 540/65R30) pallets available in the shop and build menu. Tire-by-tire mounting/dismounting (15 minutes of in-game time per tire); tractor locked during the process. AutoDrive speed based on terrain: 20 km/h in fields, 30 km/h on tracks, unlimited on roads; adjustable in 2 km/h increments. Tire tracks preserved in save games. Implements remain stable when stationary; mud resistance applies to trailers and implements as well. Mod conflict management: AutoSwitch automatically handles interactions with MoreRealistic, Use Your Tyres, DynamicDrivePro, Enhanced Vehicle, and Recovery Winch (ModMixer is no longer required). Display: Recommended speed range and wheel slip percentage near the speedometer; wheel slip alert. Seeding: Crop protection, seeder filling with lid closed, direct re-seeding over flattened strips. Mud: AutoSwitch’s Mud System Physics and TTD settings applied automatically. Using dual-wheel pallets: 1. Place the rear pallet (and front pallet, if applicable) side-by-side. 2. Park the tractor within the rectangle marked on the ground (red, turning green when correctly positioned). 3. On foot, stand on the yellow marker, press Right Ctrl + I, and confirm. 4. Dismounting: Repeat the process using empty pallets; the original tires are reinstalled. Dual-wheel sets must match the tire brand currently on the tractor. Settings: Settings > General > AutoSwitch. Required mods (all mandatory): FS25_VariableTirePressure, FS25_EnhancedVehicle, FS25_AutoDrive, FS25_Courseplay, MoreRealistic, moreRealisticXmlDatabank, FS25_MudSystemPhysics, FS25_TractorTerrainDynamics, FS25_DynamicDrivePro, FS25_useYourTyres, FS25_RealisticHarvesting, FS25_CropDestructionOverhaul, FS25_MoistureSystem. Known limitations: Changing wheels is only possible in single-player mode; a brief freeze occurs while the tractor reloads (this takes longer if implements are attached). A tractor cannot be fitted with dual wheels unless the configuration is defined in its file. CC BY-NC-SA 4.0 License: sharing and modification permitted with attribution; no commercial use; derivative works must be shared under the same terms. BETA 2 Separate rear / front differential locks (15% / 30% slip, adjustable), fixed bonus of +4% rear / +3% front. 90% steering in 4WD; locks disabled when the wheels are turned, requests rejected with a warning. Wet-ground traction across 5 levels; VTP field bonus capped (+15%, +20% with dual wheels). AutoDrive speed according to the terrain, in 2 km/h increments. Implements remain stable when stationary; mud also slows down trailers and implements. Integrated conflict resolution between mods (ModMixer no longer required). Author: bibifr Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
ADS Battery Isolator for Advanced Damage System V2.0
ADS Battery Isolator for Advanced Damage System V2.0 A battery isolator addon for Advanced Damage System, designed to prevent unnecessary battery drain while your machines are parked or stored. About ADS Battery Isolator is a standalone addon for Advanced Damage System that adds a functional battery isolator to motorized machines. When a machine is parked and no longer being used, you can manually disconnect the battery or allow the mod to automatically isolate it after a configurable period of inactivity. Once the battery is isolated, the engine cannot be started until the battery is connected again. Features Functional battery isolator for motorized machines Manually disconnect or reconnect the battery Optional automatic battery isolation Helps prevent Advanced Damage System standby battery drain Engine start is blocked while the battery is isolated Dedicated battery status icon on the vehicle speedometer Green battery icon = battery connected Red battery icon = battery isolated Configurable automatic isolation timer Isolator state is saved with the vehicle Multiplayer compatible Does not modify or replace Advanced Damage System files Designed to work alongside Advanced Damage System Controls B Disconnect / reconnect battery The engine must be switched off before the battery isolator can be operated. The key binding can be changed through: ESC → Settings → Controls The control is listed as: Battery Isolator Automatic Battery Isolation The automatic isolation system can be enabled or disabled through: ESC → Settings → Battery Isolator Available settings: Automatic Battery Isolation On / Off Automatic Disconnect After Off 6 Hours 12 Hours 24 Hours 48 Hours 3 Days 7 Days When automatic isolation is enabled, the battery will be disconnected after the machine has remained unused for the selected amount of time. Important: Automatic isolation does not automatically reconnect the battery when you enter the machine. Press B to reconnect the battery before starting the engine. Battery Status The speedometer displays the current battery isolator state: Green – Battery connected and the machine can be started. Red – Battery isolated and the engine start is disabled. Compatibility ADS Battery Isolator is designed as a separate addon and does not replace or modify the original Advanced Damage System files. It can be installed alongside Advanced Damage System without replacing its files. Multiplayer Multiplayer supported. The battery isolator state is synchronised so the feature can be used on multiplayer servers. V2.0.0.0 Added a battery isolator for motorised vehicles. Use the assigned key to disconnect or reconnect the battery while the engine is switched off. Customisable keybinds: You can change the battery isolator key in the game controls to suit your preferences. Disconnecting the battery cuts electrical power to the vehicle, including headlights, work lights, beacons, indicators, brake lights, reverse lights and the horn. Electrical power is also cut to attached equipment where supported. The engine cannot be started while the battery is disconnected. Added a battery status icon to the speedometer. Green indicates the battery is connected, while red indicates it is disconnected. Added a dedicated Battery Isolator tab under ESC ’ Settings. Added an option to enable or disable Automatic Battery Isolation. Added configurable automatic disconnection times: Off, 6 hours, 12 hours, 24 hours, 48 hours, 3 days or 7 days. Battery isolator state is saved individually for each vehicle. Multiplayer support included. Requires Advanced Damage System (ADS). Works as an add-on and does not modify any Advanced Damage System files. Required mods: Advanced Damage System Author: LM Modding Store Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Mandam KUS 3.0 V2.0
Mandam KUS 3.0 V2.0 V2.0.0.0 added sticker color configurations added old/new sticker configurations working width 3 m required power 75 hp working speed 15 km/h color configurations decal configurations Author: ScaauttE39, Ostry, Slyclif, Agro Kamilos Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Kleiner Bauernhof zum Erstellen von V1.0.0.3
Kleiner Bauernhof zum Erstellen von V1.0.0.3 Blankokarte zum Erstellen von Größe 2x V1.0.0.3 Es wurde eine Verkaufsstelle und auch Straßen hinzugefügt. Der hintere Bereich wurde verlegt, sodass Sie Ihren Bauernhof erweitern können. Tags: Sie Ihren Bauernhof
Claas Ares 600 V1.0.2.0
Claas Ares 600 V1.0.2.0 V1.0.2.0 MX Frontlader-Konsole für MX Frontlader hinzugefügt V1.0.1.9 Zusätzliche LED-Frontleiste für die Konfiguration „Zusätzliche Arbeitsscheinwerfer“ Preis: 57.000 € Leistung: 100 – 194 PS Höchstgeschwindigkeit: 40 km/h Konfigurationen: Reifen Vordere Kotflügel Hintere Schutzbleche Leuchtfeuer Arbeitsscheinwerfer Warndreieck Frontgewicht/Anbaugerät Frontlader Motorkonfiguration: 610 – 100 PS 620 – 110 PS 630 – 120 PS 640 – 130 PS 610 getunt – 134 PS 620 getunt – 152 PS 630 getunt – 175 PS 640 getunt – 194 PS V1.0.1.8 Die Reihenfolge der Radkonfigurationen wurde geändert: Alle Standardoptionen –> Alle Gewichtsoptionen –> Alle Zwillings-Hinterradoptionen —> Alle Zwillings-Alle-Optionen Falls Sie Vorschläge für weitere Radoptionen haben, die hinzugefügt werden sollen, können Sie diese in den Kommentaren hinterlassen. Die Marke spielt keine Rolle, nur die Abmessungen zählen, zum Beispiel: 540_65R28 usw. Erforderliche Mods: RealGPS Präzisionslandwirtschaft Interaktive Steuerung Fahrzeugjahre Dashboard Live Variabler Reifendruck Tags: Claas AresErforderliche ModsPSVordere Kotfl
Valmet 1280/1580 chipped V1.3
Valmet 1280 price: €25,000 140 hp 42 km/h front coupler option rear and front weights option Valmet 1580 price: €35,000 180 hp 42 km/h front coupler option rear and front weights option V1.2.0.0 Rear rims and tractor color adjusted V1.1.0.0 Change to the front rim paint 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.
Composter V1.0.0.3
Composter V1.0.0.3 LIZARD COMPOSTER 5000 Construction costs €650,000 Daily maintenance €500 Cycles per month 120 Costs per month 52€ GTX | Script PlaceableExtendedProductionPoint Precision Farming Ready means you can use the composter with Precision Farming and is also recognized as a fertilizer level. Required mods (FS25_compostLoader) are in the folder and FS25_precisionFarming which you can download freely Recipes: 1000x ORGANICWASTE, 50x DIESEL | = 980x COMPOST Recipes: 1000x GRASS WINDROW, 50x DIESEL | = 980x COMPOST Recipes: 1000x DRYGRASS WINDROW, 50x DIESEL | = 980x COMPOST Recipes: 1000x CHAFF, 50x DIESEL | = 980x COMPOST Recipes: 1000x MANURE, 50x DIESEL | = 980x COMPOST Recipes: 1000x STRAW, 50x DIESEL | = 980x COMPOST Stoarge: ORGANICWASTE 500000, STRAW 500000, DIESEL 300000, DRYGRASS WINDROW 500000, CHAFF 500000, GRASS WINDROW 500000, MANURE 500000, COMPOST 1500000 V1.0.0.3 DDS texture file ‘textures/warning_diffuse.dds’ is too big. Size 21.33 MB (max. 12.00 MB) Missing dependency: FS25_compostLoader Fix doppelter eintrag bei Multiplayer true in der ModDesc FS25_Composter & FS25_compostLoader Laufen jetzt ohne fehler auf dem Farming Simulator 25 Server Author: SBModding Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Plowing with a cultivator V1.1.0.1
Plowing with a cultivator V1.1.0.1 Adds an “Operating mode” configuration to compatible cultivators with two options: “Cultivation” and “Plowing”. In “Plowing” mode, the implement works like a regular cultivator and leaves cultivated soil behind, but the field is also considered plowed and no longer requires plowing. In “Plowing” mode, the standard “Allow create fields” function is available, so the cultivator can be used to create new fields. V1.1.0.1 Added support for disc harrows. Disc harrows now support shallow and deep soil cultivation, just like cultivators. Improved compatibility with Field Contractors when performing the Cultivator Plowing job. Author: B L D W D Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Field Contractors V1.5
Field Contractors V1.5 Field Contractors adds a system for hiring contractors to perform work on your fields. Instead of renting machinery, assembling your own equipment setup, and using standard in-game AI, you can select a field, the type of work, and the execution mode, then hand the task over to a contractor. The cost depends on the field area, the type of work, and the selected mode. Work Modes: Express — 10 in-game minutes — +50% surcharge Fast — 30 in-game minutes — +40% surcharge Medium — 1 in-game hour — +25% surcharge Slow — 3 in-game hours — +10% surcharge Real Contractor — work is performed using actual machinery on the field In the first four modes, the work completes automatically after the specified in-game time. The “Real Contractor” mode uses actual machinery and standard in-game AI. For standard tasks, the machinery spawns in the game world, travels to the selected field, performs the work, and returns. Before starting, a GPS configuration window opens where you can select the working width, number of headlands, work direction, and other parameters. A suitable machinery setup is automatically selected based on the chosen working width. On large or complex fields, route calculation may take a few seconds. Large machinery may struggle on small fields, narrow roads, or difficult access points. If the equipment gets stuck or cannot start working, cancel the order and select a smaller working width. If necessary, traffic can be disabled in the game settings. Fields: Standard, modified, expanded, and player-created fields are supported. Merged fields may be detected as a single work area, while multiple separate fields on the same plot can be selected independently. The mod detects the field’s state and displays available and required tasks. Supported tasks: – Cultivation – Plowing – Sowing – Sowing with fertilizer – Solid and liquid fertilizer application – Herbicide application – Liming – Weeding – Hoeing – Rolling – Harvesting – Harvesting with straw collection – Cultivator plowing (requires “CultivatorPlowing” mod) Harvesting: Available in all modes. The mod calculates the estimated crop yield and prompts you to select a compatible storage facility on your farm with sufficient free space. Capacity is reserved for the active job and released if the job is cancelled. In Express, Fast, Medium, and Slow modes, the harvested crop is transferred directly to the selected storage facility upon completion. In “Real Contractor” mode, the combine harvester and header appear directly at the field. The harvested crop is automatically transferred to the selected storage facility, so no trailer or manual unloading is required. If there is a temporary lack of space, harvesting pauses until capacity becomes available. “Harvesting with straw collection” is available for suitable crops, but only in “Real Contractor” mode. Cultivator Plowing: If the “CultivatorPlowing” mod is installed, a separate job using specific cultivator setups becomes available. This works only in “Real Contractor” mode, and the cost is calculated the same way as for standard plowing. Without the additional mod, the job is visible but cannot be ordered. Saving: Active jobs are saved along with the game and resume after loading. For “Real Contractor” mode, the necessary job, route, and harvesting data are restored. If a job is cancelled before work begins, the full cost is refunded. Once started, the return path depends on the work already completed. Compatibility and limitations: – Standard and modded maps – Additional crops on compatible maps – Modified, expanded, split, or merged fields – Compatible with “MultifruitSeeders” and “LimeSpreaders” – “CultivatorPlowing” supported as an optional additional mod – Multiplayer not supported “Real Contractor” mode uses the standard in-game AI, so the outcome depends on the map, field shape, roads, obstacles, and machinery dimensions. Compound setups (e.g., tractor + implement + implement) are not supported. The mod has been tested on standard and several modded maps; however, it is impossible to verify every combination of maps, machinery, and mods. If you encounter an error, unusual AI behavior, or a compatibility issue, please report the map, field, selected task, mode, and machinery used. V1.5.0.0 – Added support for Precision Farming in modes 1-4. – Reworked the logic for fertilizing, liming, regular sowing and sowing with fertilizer when using Precision Farming. – In modes 1-4, regular sowing now takes the current field state into account. On an empty field, any available crop can be selected as usual. If the field has already been sown, regular sowing can only be used to sow newly plowed or expanded areas, and only with the same crop. – In modes 1-4, sowing with fertilizer can be used to completely reseed a field with the selected crop. When Precision Farming is active, the nitrogen level is calculated according to the requirements of the selected crop and the actual soil type. – In modes 1-4, fertilizing with Precision Farming active is determined by the crop’s actual nitrogen requirements. If the field has a nitrogen deficiency, the work is available, and after completion the level is adjusted to the required value for the specific areas of the field. – Liming now takes the actual pH level, soil type and permitted application stage into account. – Messages explaining why work is unavailable have been improved: missing soil analysis, normal nitrogen or pH level, completed lime application period, crop ready for harvest and other field conditions. – Reworked the logic of the “Real Contractor†mode. The availability of sowing, sowing with fertilizer, fertilizing and liming now better takes the actual field condition, crop growth stage, current fertilizer layer and Precision Farming rules into account. The work itself is still performed by real machinery using the standard game mechanics. – Added the Use ISARIA sensor setting for supported work types. The sensor can be enabled or disabled directly when configuring the work. When disabled, the AI works without ISARIA, which also prevents the sensor from readjusting data on areas that have already been processed when turning around. – Reworked harvesting settings in Real Contractor mode. Added a separate straw output toggle. – Added support for Straw Output Control. If the mod is installed and straw output is enabled, the global straw multiplier can be changed directly in the contractor settings window, from 0.5x to 5.0x. Field Contractors does not create a separate multiplier for the contract, but controls the current global value of Straw Output Control. – Fixed the operation of auxiliary equipment used to build GPS routes: it is no longer displayed, has no collision and cannot be interacted with. – Improved the positioning and coupling of attached and towed equipment before work begins. – Changed the order of the checkout windows. Important for Dedicated Server: For GPS to work, the server must have at least one tractor with any attached field equipment. The machinery can belong to any farm and is used by the mod only as a technical data source for the standard GPS system. One such setup is sufficient for all farms. If no suitable machinery is available on the server, the mod will not be able to use the standard GPS system, so modes 1-4, Real Contractor and the work available for them will be unavailable. The mod is developed and tested on game version 1.24.0.0. Operation on older versions is not guaranteed. If you encounter a problem, make sure the game is up to date and send me a private message specifying the map, field number, mode, type of work and a detailed description of the problem. Messages such as it doesnt work without additional information make it much more difficult to find the cause. Author: B L D W D Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
GM Green Monsters 145 v0.7.3.0
GM Green Monsters 145 v0.7.3.0 GM Green Monsters 145 Farming Simulator 25 (entspricht Kuhn GMD 15030) Der GM Green Monsters 145 ist ein Heckmäher mit vier Mähbalken, der für große Flächen konzipiert ist. Er verfügt über eine zweistufige Klappfunktion, flexible Abdeckungen und individuell anpassbare Farben. Merkmale: Kombinierte Arbeitsbreite: 14,50 m mit einem 3,10 m breiten Frontmäher. Empfohlene Leistung: 240 PS. Arbeitsgeschwindigkeit: 22 km/h. Ladenpreis: 125.000 €. Gewicht: 3.600 kg. Anhängerkupplung: Dreipunktaufhängung hinten. Ausstattung und Merkmale: Hydraulisches Zusammenklappen für den Transport. Gelenkigkeit der äußeren Schneidbalken zur Anpassung an das Gelände. Flexible Hüllen mit dem Schriftzug GREEN MONSTERS. Unabhängige Farbwahl für Rahmen, Deckel und Beschriftung. Fortschreitende Schmutzansammlung und Reinigung mit einem Hochdruckreiniger. Die Parkstützen werden beim Abkuppeln ausgeklappt und beim Ankuppeln verdeckt. Nur für den hinteren Bereich: Zum Mähen des Mittelstreifens wird ein 3,10 m Frontmäher benötigt, der separat erhältlich ist. Version: 0.7.3.0 BETA 2 Rasenmäher um 6 cm angehoben Diverse 3D-Korrekturen Tags: BETAEmpfohlene LeistungFarming SimulatorPS
Chopped Corn Flow V1.0.1
Chopped Corn Flow V1.0.1 In the base game, most harvesters only eject dust from the chopper when harvesting corn. This mod makes chopped corn visibly fly out of the chopper, as already happens with some harvesters. What the mod does: Makes chopped corn visible when the central chopper is operating on all harvesters Works with harvesters from the base game and with harvesters from other mods Only changes the visual effect: gameplay, yield, prices and save data are not affected Can be added to or removed from an existing save at any time Does not replace or overwrite any vehicle or game files V1.0.1.0 Fixed minor bugs Author: mrEvgeniy Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
BinyamFS Edition HUD For Courseplay V1.1
BinyamFS Edition HUD For Courseplay V1.1 Mod for Farming Simulator. Unofficial companion; GPLv3, no warranty. Adds an optional SAM-styled Courseplay HUD with uniform text, compact vehicle names and button borders. Select BinyamFS Edition in Courseplay User Settings. Hold Left Alt over the HUD for tooltips. Requires Courseplay installed separately. V1.1.0.0 Added compact fixed-width status cards with green current-vehicle messages and white other-vehicle messages. Restored white/yellow/blue/green course-view icons and green active play icon. Added opaque 1px status separators; removed diagnostic logging. Required mods: CoursePlay Author: BinyamFS Modding Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
Valmet 1280/1580 mit Chip V1.3.0.0
Valmet 1280/1580 mit Chip V1.3.0.0 Valmet 1280 Preis: 25.000 € Leistung 140 PS Geschwindigkeit 42 km/h Frontkupplungsoption Option für Gewichte vorne und hinten Valmet 1580 Preis: 35.000 € Leistung 180 PS Geschwindigkeit 42 km/h Frontkupplungsoption Option für Gewichte vorne und hinten V1.2.0.0 Hinterfelgen und Traktorfarbe angepasst Tags: PS
Soil Draft Physics V1.0.0.1
Soil Draft Physics V1.0.0.1 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 4×4 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 4×4 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). V1.0.0.1 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! Author: zasty chalk, Patrik Vendelberger Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution. DOWNLOAD MOD
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