





V1.4.0.5
– Rut Spacing
– Standard spacing reduced from **0.75 m to 0.45 m**.
– Also takes terrain/heightmap resolution into account.
– Results in more uniform and continuous ruts.
Ruts Between Wheel Positions
– Up to 12 intermediate points instead of 3.
– Reduces gaps and isolated raised points within the wheel track.
Teleport Protection
– Large vehicle displacements do not create artificial ruts between the old and new positions.
Ruts During Rain
– Existing ruts are protected against unintended lifting caused by weather or terrain updates.
– Only relevant areas near the player are checked.
– VMT is permitted only to lower ruts; it must never artificially raise the terrain.
Ruts During Moisture Changes
– RWSM can specifically report affected areas to VMT.
– Only these areas are monitored.
– No unnecessary full-map scanning.
Soil Cultivation
– Ruts beneath currently loaded wheels are no longer lost during cultivation.
– Restoration attempts are retried after a delay if necessary.
– Only genuine GIANTS cultivation operations are permitted to reset ruts.
Restore Queue
– Limited processing.
– Maximum of 8 cells per pass.
– Tasks that are no longer relevant are automatically removed.
Savegame Ruts
– Fixed errors occurring when merging multiple ruts within the same cell.
– Original heights are no longer incorrectly interpreted as additional rut depth.
Multiplayer Chunk Sync
– Stationary players no longer constantly trigger a complete rebuild of the area of interest.
– Reduces memory usage and load spikes.
DensitySyncBroker
– API **5 → 7**
– Version **B5 → B7**
– Optional GIANTS sync APIs are only searched for during a limited timeframe.
– No more continuous scanning.
– Position checks occur only after significant player movement. RWSM Integration
– When RWSM is active, VMT no longer performs its own parallel ground regeneration.
– RWSM remains the sole authority for ground biology.
Standalone Regeneration
– VMT regeneration remains active when RWSM is not used.
– Calculations are distributed across multiple frames.
– Fewer FPS and garbage collection spikes.
Traffic Data
– Reusable data structures instead of new Lua tables for every wheel contact.
– New stable contact identifiers.
– Reduced garbage collection in the hot path.
Rut Calculation
– Sample and offset tables are reused.
– Diagnostics active only when explicitly enabled.
Sherman Runtime Core
– API **2 → 5**
– Version **1.0.3 → 1.0.6**
– More robust validation of vehicles and WheelPhysics.
Shop/Preview Vehicles
– Temporary shop vehicles are no longer treated as standard mission vehicles.
– Prevents access to invalid WheelShapes.
WheelShape Safety
Checks for:
– valid mission vehicle
– valid physics
– valid RootNode
– existing WheelShape
– valid WheelShape ID
GIANTS Wheel Update
– Native GIANTS wheel update always runs first.
– VMT/RWSM hooks run subsequently.
– Errors in VMT can no longer block native wheel physics.
Contact Force
– Unsafe direct WheelShape call removed.
– Contact force is derived more safely from tire load.
Vehicle Registry
– Safety check no longer runs every 30 seconds.
– Now runs approximately every 120 seconds.
– Rebuilds only occur when the vehicle count actually changes.
Optima Support
– Irrifrance Optima 1036 is recognized by the RuntimeCore as an irrigation machine.
Shaders During Loading
– No shader access during map or vehicle loading. Activation occurs only after `onLoadMapFinished` plus an additional delay.
– Intended to reduce hangs during “Compiling shaders.”
Wheel Shader Hooks
– No longer uses a permanent global `wheel:update` shader hook.
– Tire materials are updated only when necessary.
Tire Count
– Only relevant, visible tires are managed for shaders.
– Auxiliary, baler, and support wheels do not cause unnecessary shader processing.
Hay / Straw / Windrow
Improved detection of:
– Hay
– Straw
– Windrows
– Dry grass
– No longer incorrectly treated as water sources.
Shader Flickering
– Transition between field ground and `GROUND_HEIGHT` stabilized.
– Windrow contact now includes a brief hold time.
– Reduces visible tire flickering on hay and straw.
Wetness on Windrows
– Incorrect native wetness values are filtered out.
– Actual rain and existing mud remain visible.
Tire Soiling
– Mud accumulation begins slightly earlier on damp ground.
– Wheel slip and sinking have a greater impact on soiling.
– Wet ground causes tires to get dirty faster.
Multiplayer Tire Status
– Synchronization now includes the active status of the VMT mud overlay.
– Prevents shader state discrepancies between server and client.
Visual Mud Tracks expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils.
The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage.
Required mods:
– Realistic Water & Soil Management (RWSM)







