Hyper Realistic Maintenance 2 V1.4.0.0

FS25 Mods |
Hyper Realistic Maintenance 2 V1.4.0.0


Hyper Realistic Maintenance 2 adds continuous mechanical simulation to all motorized vehicles in the saved game, including tractors, trucks, harvesters and cars. Engine wear, fluid condition, component failures and scheduled maintenance have real gameplay consequences.

The DEF Pack mod is recommended to simulate the new DEF systems. The DEF Mod Pack and Variable Tire Pressure mods can be used together without any compatibility issues. More translations are in development.

Features

  • Engine simulation with 5 independent components: cylinder, piston, bearings, crankshaft and valves. These components influence each other. Cylinder wear increases blow-by, which contaminates the oil and accelerates wear even further.
  • Coolant temperature increases with load, and the engine overheats if the radiator is degraded.
  • Oil level, oil contamination and coolant level can be checked and require maintenance.
  • Clutch, gearbox, turbo and battery/starter motor wear over time.
  • Probabilistic failures increase sharply above approximately 35% wear on the relevant component. Critical overheating above 118 °C is guaranteed and does not depend on luck.
  • Tractors, trucks, harvesters and cars wear at different, realistic rates.
  • Real power loss reduces the engine’s effectively available torque.
  • A flat 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 the 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%.
  • Vehicle HUD with 3 pages: overview, detailed engine diagnostics and maintenance status. Its position can be adjusted in the game Settings menu.
  • The game’s own repair screens, including the shop, farm workshop and mobile workshop, perform a complete HRM2 service.
  • Maintenance progress is saved in the saved game.
  • Works completely standalone.
  • If the 4×4 Traction System mod is installed, both mods detect each other automatically, and 4WD/differential lock driving gains a real additional effect on the transmission.
  • Significantly improved multiplayer, tested on a real dedicated server.

Compatible with:

  • The DEF Mod Pack
  • Variable Tire Pressure
  • 4×4 Traction System

Changelog

  • V1.4.0.0
    New: The mod core was completely rebuilt from scratch. The way you drive matters: lugging the engine, straining it while cold, shutting it down with the turbo hot, overloading, wheelspin, old oil and overheating wear out the relevant parts and increase the risk of breakdowns.
    26 progressive breakdowns in 4 stages, minor to critical, with realistic symptoms: loss of power, black/blue/white smoke, unstable idle, sputtering, engine stalling, difficult starting, slipping clutch, leaks, charging failure and limp mode.
    Warning lights on the dashboard, including engine, oil, temperature, battery, fuel, transmission, hydraulics, brakes and chassis, are triggered by breakdowns and component condition.
    Battery charge and health are tracked separately. Engine warm-up occurs in real time, with turbo cooling and oil ageing.
    New “Driving and stress” HUD page and driving tips, which can be disabled.
    Workshop: the “Parts” button, with Used / Aftermarket / OEM / Premium options, changes the price and initial wear for breakdowns and servicing. There is a cost per breakdown stage, factory warranty with warning, brand reliability and a detailed inspection that finds hidden breakdowns.
    Settings, under ESC → Settings → General: difficulty, engine lifespan, thermal speed, parts, warranty, tips and breakdowns on/off.
    DPF only on tractors with DEF/AdBlue.
    The dashboard blue bar and sale price reflect the HRM2 condition. The native temperature gauge shows the HRM2 temperature.
    AutoDrive and Courseplay are treated as the game’s AI.
    German translation, thanks to robster76. Fleet and Workshop banners are available in EN, DE and PT-BR.
    Fixed: Multiplayer: the simulation runs on the server and is synchronized with all players.
    Workshop in MP: immobilization no longer gets stuck or resets when leaving and rejoining. The hrm2ClearBusy command is available as a workaround.
    Breakdowns selected in the Workshop were never repaired.
    Hydraulics never wore out because mass was read in kg instead of tonnes.
    The “+X% consumption” from wear was not applied.
    Emergency starting only worked on the client and repaired the starter motor.
    “The engine started and died” did not shut down the engine with starting mods, such as Engine Start Plus. A heavily worn engine can no longer become impossible to start.
    The battery would run flat after hours with AutoDrive.
    The HUD disappeared when an AI worker was driving. Wear was always counted.
  • V1.3.0.0
    The new features were added recently, so they may still contain values that are not quite realistic. This aspect is still WIP and will be updated as bugs or more accurate values are detected.
    New icons were added to the dashboard to identify DEF regeneration or clogging.
    Rated power (hp) shown on the speedometer now reads the actually purchased engine configuration, not the base one.
    DPF regeneration RPM increases and decreases smoothly, rather than instantly.
    New Workshop, single window: replaces the old sequence of several chained windows with a single window containing all maintenance requests, schedule, breakdowns and general service in one list. Each item shows its category, such as [Service] Engine oil, the cost and two YES/NO buttons side by side for you to choose. A “quick diagnosis” is shown at the top, such as “There are active breakdowns – deal with them first”, along with the vehicle’s overall health. The total to pay and estimated downtime are always visible and updated in real time as you select items. You no longer need to leave the game to find out how long the tractor will be stopped. It opens with the REPAIR button in the game’s native workshop or via the hrm2Workshop command.
    New Fleet Panel: lists all vehicles on the farm with HRM2, sorted by urgency, with breakdowns and overdue maintenance first. It shows an image, name, health percentage and summarized status for each vehicle, with a button to open that vehicle’s Workshop directly. It opens with the F9 key.
    New simulated systems: the air intake filter gets dirty during dusty field work, reduces power, increases consumption and darkens the smoke. The “Air filter” maintenance item already has a real effect.
    Hydraulic system: the pump and hydraulic oil wear out when using heavy implements. Extra consumption results from drag caused by the degraded pump. The “Hydraulic filter” and “Hydraulic oil” items already have a real effect.
    EGT and regeneration duration appear on the dashboard only during DPF regeneration and disappear when it ends.
    Actual interruption of DPF regeneration: switching off the engine halfway no longer freezes progress. It really cancels it, and each interruption slightly dirties the oil, just like a real engine.
    Recalibrated power modes: Eco mode was recalibrated for a more realistic reduction, -12% instead of -20%, close to what real tractor economy modes offer. An artificial inflation of engine load that made the turbo and sound seem more strained in Eco than in the other modes was fixed. A “NORMAL” icon is now used, more representative of what the mode actually does.
    Extended support: self-propelled sprayers and fertilizer spreaders are now recognized and handled by HRM2. Previously they were completely ignored. Other vehicle classes will be added in future updates.
  • V1.2.0.0
    Move the HUD with the mouse. A new way to position the HRM2 panel was added, requested by the community: press Ctrl+Shift+H to activate HUD editing mode, which shows the mouse cursor, click and hold on the panel, and drag it wherever you want. Release the button to confirm the new position, then press Ctrl+Shift+H again to exit editing mode. The position is saved for the player, not the savegame. Configure it once and it will remain the same across all savegames; you do not need to repeat it for each save. If the shortcut does not respond, check under Settings → Controls that the “HRM2 – Edit HUD” action is actually assigned to a key. In some cases, the game may leave it unassigned by default. Small internal stability and code-cleanup adjustments have also been made.

Author: zasty chalk, robster76

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


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