Real Physics Tire Wear V1.2.2.5

FS25 Mods |
Real Physics Tire Wear V1.2.2.5


This mod expands Farming Simulator 25 with a standalone wear system for tires, rubber tracks, and steel tracks. Wear is calculated individually for each vehicle and each wheel or track unit and is independent of the standard GIANTS vehicle wear system.

Tires and track systems wear based on the actual distance traveled, stress caused by wheel slip, driving style, ground type, weather conditions, hauled weight, and dynamic load distribution across the wheels or tracks.

Features

  • Wear is tracked and saved individually for every vehicle and every wheel or track unit.
  • The system applies to all vehicles owned by your farm, including purchased, rented, and leased vehicles. AI traffic vehicles, vehicles from other farms, and machinery rented specifically for a mission are not tracked.
  • Supports conventional wheeled vehicles, machines with rubber tracks or steel tracks, and trailers and implements with their own wheels.
  • For rubber and steel track systems, road wheel wear is calculated based on the actual design and displayed separately via a combined icon.
  • Most in-game vehicles and many mods have been tested. Compatibility is well over 90%, although 100% compatibility is not guaranteed.
  • Tracking may not be possible in isolated cases, such as two-wheelers, three-wheelers, or specialized machinery mods. Compatibility work is ongoing.
  • For specific mods, the mod itself is required, including its i3d files, UV masks, i3d mappings/shapes, and vehicle XML files, to determine whether implementation is feasible.
  • As wear increases, heavily worn tires lose traction, affecting handling and causing the vehicle to slide when accelerating, braking, or turning.
  • Tires, suspension systems, and track rollers can be replaced at the workshop. Costs depend on the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage.
  • The mod supports wear calculations for AI-controlled vehicles using Courseplay, AutoDrive, or the built-in Giants AI.
  • An electronic immobilizer locks the vehicle until the startup phase and system initialization are complete, preventing external input during that time. It disengages once the vehicle is ready to drive.
  • There is a loss of traction for tires and running gear depending on their wear level. The vehicle can still be driven to the workshop, although with a performance penalty and potentially without a trailer.
  • AI-controlled vehicles receive a speed penalty. AI cruise control speed can be reduced to as low as 20 km/h depending on wear, allowing the vehicle to remain steerable and follow its route. At normal speeds, the AI driver (AD) cannot compensate for tire slippage and loss of traction. Manual driving has no speed restriction, but the corresponding performance penalties still apply.
  • Rubber tracks and steel tracks can receive a maximum-speed penalty of up to 50%, depending on the wear of the inner rollers. The penalty is removed once the rollers are replaced.
  • Current wear levels can be displayed directly in the HUD when using the FS25 Lights & Symbol HUD mod.

Specifications

  • Reference lifespan options for smaller or classic 2×2 maps: 350, 500, and 750 km.
  • Reference lifespan options for larger 4×4 maps and correspondingly longer periods of use: 1,000, 1,500, and 2,000 km.
  • The selected reference value is the basis for calculating wear and does not guarantee that a tire or suspension will last at least that distance. Actual lifespan may be shorter or longer depending on driving style, the nature of the work, and the load.

Changelog

  • V1.2.2.5
    The Real Mud Physics mod is now supported; various adjustments were made for the Mud Physics mod.

Author: duestereLegende

Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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