



Real Fuel Consumption makes every tractor, combine, self-propelled machine and truck burn diesel according to the power its engine is delivering, rather than using a fixed multiplier.
Fuel consumption accounts for PTO use, slopes, weight, draft, engine speed, working conditions, rolling resistance and, for trucks, air drag and road rolling resistance. It only affects fuel usage and does not slow vehicles down or change how they drive.
Features
- Fuel depends on the power the engine delivers and on engine speed. With the same load, fewer rpm burn less.
- Real draft for plows, cultivators, disc harrows, subsoilers and seeders, based on working width, speed and depth. Compatible with Variable Working Depth.
- Rolling resistance for each wheel based on the ground and its moisture. Mud costs more.
- Trucks use their own truck engine calculation, including air drag and road rolling resistance. Loaded and uphill driving uses more fuel.
- AdBlue keeps its ratio to diesel. Cars, electric and methane vehicles use the game’s calculation.
- Engine modes can be changed with Alt+J:
- ECO limits rpm to each engine’s peak-torque speed and smooths the throttle. It saves fuel when there is power to spare, while at full load it barely saves.
- STANDARD uses the factory engine.
- POWER provides a faster throttle and +10 % power in transport and with the PTO working, like John Deere’s IPM. It burns what that power costs.
- A dashboard switch click plays when changing engine mode.
- Fuel use appears under the fuel gauge, using the same size as Advanced Damage System’s reading. The number uses the mode’s color: l/h, kW on electric vehicles and kg/h on methane vehicles.
- The mode icon appears next to the speedometer, with one position with Advanced Damage System and another without it. Both follow the game’s HUD scale.
- The fuel report, opened with Ctrl+J, shows liters, engine hours, average l/h, mode split and estimated cost per vehicle and per farm.
- The report also shows liters per hectare in the field, liters per 100 km on the road and time stopped with the engine running.
- Settings are available under ESC > Game Settings.
- Consumption can be set to Real, or x1.25 to x3 for a harder game.
- Settings are available for real draft and rolling resistance, engine modes, notifications, the fuel HUD and the mode HUD.
Compatible with:
- Multiplayer and Dedicated Server
- Advanced Damage System, whose breakdown surcharge is added to the real consumption
- Variable Working Depth
Changelog
V1.6.2.0
Fuel report, Ctrl+J: New compact screen with a table showing session and total side by side, including fuel, engine hours, average, cost, l/ha in the field, l/100 km on the road and idling. A bar shows the time spent in each engine mode, and the farm total appears on one line. Previously, the field, road and idling data no longer fit on the screen.
Engine modes: ECO did not lower engine speed, it only softened the throttle, so it barely saved fuel. Now, on CVT and hydrostatic machines, it lowers engine speed when there is power to spare and gives it back at full load, without losing top speed. A combine at 20 km/h runs about 350 rpm lower and uses about 14 % less.
POWER on CVT and hydrostatic machines keeps the engine high, near rated speed, while driving, so the power is available immediately. This costs a little more fuel at partial load.
With an automatic gearbox, including trucks, cars and powershift machines, ECO shifts up earlier, while POWER shifts up later and shifts down sooner on climbs.
When working, including threshing, PTO use, an implement working or a machine turned on, the mode always shows in the fuel consumption. ECO burns 8 % less at partial load and 4 % less at full load, and has 7 % less pulling power, so it feels heavier. POWER burns 5 % more. Previously, when threshing or using the PTO, the three modes burned almost the same.
POWER now gives combines +8 % power while threshing. Tractors keep their +10 % in transport and PTO work.
POWER’s faster throttle now works when more power is requested, by pressing the pedal or accelerating. At steady speed, CVT machines no longer hunt up and down in engine speed.
Multiplayer: Fuel Consumption HUD and Engine Mode HUD now belong to the savegame, like the other settings. If the host turns them off, they are off for every player. Previously, other players still saw them. Compatible with savegames from 1.6.0.0. Multiplayer and Dedicated Server supported.
V1.6.0.0
New: Trucks now burn fuel with a truck engine and account for air drag and road rolling resistance, which the game did not have. Loaded and uphill driving uses more fuel: a 40 t truck at 80 km/h uses about 32 l/100 km, and about 23 empty.
Subsoilers and seeders use what they really use. In the game, a 6 m seeder barely pulled anything.
POWER gives more power, like John Deere’s IPM: +10 % in transport and with the PTO working, and it burns what that power costs.
Changing the engine mode plays the click of a dashboard switch.
rfcConsumo shows liters per hectare while working and liters per 100 km on trucks.
Fixed: The icons no longer draw over the fuel report.
Changed: The mode icon has one position with Advanced Damage System and another without it, and comes without letters or a message when changing mode. Compatible with savegames from 1.5.0.0. Multiplayer and Dedicated Server supported.
V1.5.0.0
Engine mode key, front loader arm would no longer move: The mode was changed with J, but J is the game’s default key for raising and lowering the front loader arm, and is also used by other implements. When two controls share the same key, the game only keeps one active, which caused the loader arm to stop moving for many players.
The engine mode is now assigned to Alt+J. If you were using J, the mod will automatically change it once and notify you on screen. If you had already assigned it to another key, your setting will be kept.
The key can be changed at any time under Options > Controls.
More realistic fuel consumption: Tractors, harvesters and self-propelled machines now consume fuel according to the power being produced by the engine. Loaded vehicles, uphill driving and working consume more, while unloaded vehicles consume much less.
A large tractor at full load burns around 64 l/h, instead of the previous 183 l/h.
Plowing, cultivating and discing consume more depending on working width, speed and depth. Compatible with Variable Working Depth.
Mud and cultivated soil increase consumption compared to stubble or roads.
The additional consumption only affects fuel usage. It does not slow the machine down or change how it handles.
Trucks, cars, electric vehicles and methane-powered vehicles continue using the game’s original calculation.
Engine modes: ECO reduces engine RPM and smooths throttle response. It saves fuel when there is excess power available, while at full load the savings are minimal.
POWER provides faster throttle response.
Engine modes no longer reduce power or limit top speed.
Settings: New Consumption setting: Real, the default, or x1.25 to x3 for increased difficulty.
New Realistic Traction & Rolling Resistance setting, enabled or disabled.
Base Multiplier, Load Sensitivity, Work Type Bonus and RPM Sensitivity have been removed. The calculation now handles everything automatically.
HUD: Fuel consumption is displayed below the fuel gauge, using the same size as the ADS reading. The number is shown in the color of the selected engine mode: green ECO, gray STANDARD and red POWER. It appears instantly.
Electric vehicles display consumption in kW, while methane vehicles display kg/h.
The icon and reading follow the game’s HUD scale.
Report, Ctrl+J: The report shows liters per hectare while working in the field, liters per 100 km on the road and engine running time while stationary.
Each vehicle displays the correct fuel unit and fuel price.
Fixes: Dedicated Server clients no longer always see 0.0 l/h.
If Advanced Damage System increases fuel consumption, this mod no longer stops working on that vehicle. Both consumption values are now combined.
Vehicles excluded from Advanced Damage System no longer lose their fuel consumption display.
Truck brake air pressure no longer consumes fuel as if it were actual fuel consumption.
Compatible with savegames from 1.4.x: no new game is required, and the accumulated report data is preserved. Previous consumption settings are not carried over: every savegame starts with Real consumption. Multiplayer and Dedicated Server supported.





