

Your engine wears out, your oil gets dirty, and your turbo fails if you never maintain it. Hyper Realistic Maintenance 2 adds continuous mechanical simulation to all motorized vehicles in your saved game, including tractors, trucks, harvesters and cars, with real gameplay consequences.
The mods listed as required are not actually required; they can be used together if you wish, without compatibility issues.
Features
- Engine simulation: 5 independent components—cylinder, piston, bearings, crankshaft and valves—influence one another. Cylinder wear increases blow-by, which contaminates the oil and accelerates further wear.
- Thermal simulation: Coolant temperature increases under load, and the engine overheats if the radiator is degraded.
- Fluids: Oil level, oil contamination and coolant level can be checked and require maintenance.
- Transmission: Clutch, gearbox, turbocharger and battery/starter motor wear over time.
- Failures: Probabilistic failures increase sharply above approximately 35% wear in the relevant component. Critical overheating above 118 °C is guaranteed and does not depend on luck.
- Vehicle-specific behavior: Tractors, trucks, harvesters and cars wear at different, realistic rates.
- Actual power loss: Engine wear reduces effectively available torque, which can be felt in the field.
- Actual no-start conditions: A dead battery or worn starter motor can prevent the engine from turning over, with a warning displayed on screen.
- Harvesters suffer a real loss of threshing efficiency as engine condition deteriorates.
- 10 maintenance items, including engine oil, filters, hydraulic/transmission oil, coolant, grease and belts, each with its own interval and a real cost for the farm. Costs are automatically adjusted to the vehicle’s actual power.
- If maintenance is neglected for too long, wear accelerates by up to +120%.
- A 3-page vehicle HUD provides an overview, detailed engine diagnostics and maintenance status, with an adjustable position in the game Settings menu.
- The game’s own repair screens—shop, farm workshop and mobile workshop—also perform a complete HRM2 service.
- Works completely independently. If the 4×4 Traction System mod is also installed, the two mods detect each other automatically, their HUDs do not overlap, and driving with 4WD/differential lock adds extra, realistic strain to the transmission. Neither mod requires the other.
- For now, single-player only; the status is not yet saved in the savegame. See the README for the current limitations.
Required mods: Def MOD Pack, Variable Tire Pressure
Changelog
- V1.1.1.0
⚠️ Multiplayer compatibility warning: Multiplayer support has been significantly improved in this update, but it is not yet fully validated in MP. Most actions, including services, detailed inspection and state sync on entering a vehicle, now use proper network events and have been tested on a real dedicated server. At least two known paths still need fixing: the emergency jump-start and the maintenance bug where the server does not send all information to the client side if you start maintenance and leave the server. Other edge cases may still exist. Use on a server with that in mind, and report any issue you find, ideally with a log.Fixes in 1.1.1.0
Critical—game freeze on save (fixed): Fixed the bug present in 1.1.0.0 where saving the game while a vehicle’s maintenance or repair was in progress could leave that vehicle permanently stuck, with the engine refusing to start and no way to recover short of reloading. The root cause was that the code responsible for lifting the “immobilized” state after a repair finished only ran on the client, never on the authoritative side in multiplayer or after certain save/reload sequences, so the lock was never cleared.
Critical—maintenance progress lost on save/reload (fixed): Maintenance progress, including service intervals, engine/drivetrain wear, active failures and in-progress repairs, now correctly survives saving and reloading the game. Previously, this data only lived in memory and was lost on every reload. Vehicles appeared freshly re-aged and any in-progress repair silently vanished. This was fixed by moving persistence to a dedicated save file and identifying each vehicle by its stable unique ID rather than its in-memory object.
Maintenance hours not accumulating correctly (fixed): Service-interval hours now use their own internal counter, correctly scaled to the game’s time-acceleration setting, such as x1, x60 and x360, instead of only counting real-world seconds. This also fixes hours appearing stuck or barely moving during accelerated play.
Native odometer bridge (added): The vehicle’s native operating-hours field can now also be kept in sync with the game’s time scale directly by this mod, for consistency even without a separate time-scale mod installed. It automatically steps aside if such a mod is already active, to avoid double-counting.
Multiplayer—actions only applying on the requesting client (fixed): Simple service, periodic maintenance, full overhaul and detailed technical inspection now correctly apply on the server, including money, component state and immobilization, instead of silently only affecting the client who triggered them. This fixes the most common cause of “I paid but nothing happened” and vehicles getting stuck in multiplayer.
Multiplayer—state not refreshing after reconnecting (added): A vehicle’s full maintenance state, including hours, wear, active failures and remaining repair time, is now requested from the server automatically when a player starts controlling it. This keeps the on-screen display and engine-start behavior consistent after reconnecting to the server.
Stability fixes: Fixed a crash in the new state-sync system that could occur when the server sent a vehicle’s state to a connecting client. Fixed a console command,hrm2MaintStatus, that referenced a non-existent field and always errored when used. - V1.1.0.0
New features
Custom in-workshop selection windows: Every maintenance and repair stage now opens as its own window with a scrollable, selectable list. Pick exactly which items to fix with individual Yes/No toggles instead of an all-or-nothing confirmation.
New stage: periodic maintenance by calendar time: A second maintenance track now runs alongside the hours-based one, covering items that degrade with age rather than use, including belt/hose aging, corrosion protection, fuel system stabilization and battery health checks.
New: Detailed Technical Inspection: A paid, time-based inspection, including parts and hourly labor, reveals specific internal wear: piston condition, compression loss, bearing wear, crankshaft wear, valve wear, ring blow-by, carbon buildup, turbo wear, clutch wear and gearbox wear, instead of a generic health percentage.
Full Overhaul rebuilt: 12 individually selectable repairs: The general overhaul stage now lists every component separately: pistons, compression, bearings, crankshaft, valves, blow-by, carbon buildup, turbo, clutch, gearbox, axles/differentials and battery, each with its own cost.
Realistic, game-clock-synced repair time: Repairs take realistic amounts of time, from 1 hour minimum up to a full day for a major overhaul, and are synced to the in-game clock. Waiting scales naturally with the game’s time speed setting. A HUD countdown shows time remaining.
Labor costs: Every repair stage now charges an hourly labor rate on top of parts.
Customization locked during repairs: The vehicle’s configuration screen is disabled while a repair is in progress, preventing accidental loss of repair progress from mid-repair reconfiguration.
Fixes
– Critical: A scoping mistake meant several core functions, including applying repairs, deducting money and advancing to the next stage, silently failed when called from the new selection windows. Now fixed.
– General overhaul pricing was capped unrealistically low regardless of vehicle value. It now scales with the vehicle’s actual price.
– Scheduled maintenance intervals were based on real factory service intervals, many over 900–1000 operating hours, and were effectively unreachable in a normal save. They were recalibrated to a 5–20 hour scale.
– Engine temperature now resets to ambient when a repair finishes.
– Downtime from consecutive repair stages now correctly stacks instead of overwriting.
– The detailed inspection report now always appears and waits for confirmation before the stage it is relevant to.
– Selection windows could render unstyled and full-screen due to a shared-resource loading order issue. Fixed.
– The engine is now explicitly stopped when a repair begins, even if another mod tries to restart it.
– All HUD readouts, including engine, oil, temp, coolant, pressures, transmission, turbo, battery, power, page names and vehicle class, now respect the selected game language. Previously, several were hardcoded in Portuguese regardless of the language setting.
– The repair button no longer shows a stale native price once repairs are handled through the mod’s own windows.
Compatibility: No changes to save-game compatibility. MP not SUPPORTED YET.






