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Real Physics Tire Wear

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This mod adds a standalone and significantly more detailed wear system for tires, rubber tracks, and steel tracks. Tires and track systems wear down based on actual distance traveled, slippage, and various other factors. Your driving style, the terrain, weather conditions, the weight being moved, and dynamic load distribution across your wheels or tracks now all play a role. Wear is tracked and saved individually for every vehicle and every wheel or track unit, making it independent of the standard vehicle wear system. This applies to all vehicles owned by your farm—whether purchased, rented, or leased. AI traffic vehicles, vehicles from other farms, or machinery rented specifically for a mission are not tracked.

The goal of the mod is to visually represent realistic wear on wheels, rubber tracks, and steel tracks, accurately reflecting the current level of wear. It supports standard wheeled vehicles as well as machines equipped with rubber tracks or steel tracks. Trailers and implements with their own wheels are also included and tracked. For rubber and steel track systems, the wear calculation accounts for road wheels based on their actual design, displaying them separately via a combined icon. Most in-game vehicles and many mods have been tested—compatibility is well over 90%.

As wear increases, the visual appearance isn't the only thing that changes—worn tires lose traction, affecting handling. An inertia shift causes the vehicle to slide when accelerating, braking, or turning. Tires, suspension components, and track rollers can be replaced at the workshop; costs factor in the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage.

The desired reference lifespan can be adjusted in the settings. Options include 350, 500, and 750 km for smaller or classic maps, and 1000, 1500, and 2000 km for larger maps and longer periods of operation. The reference value simply serves as the basis for calculating wear—the component might last less time or potentially longer, depending on driving style, the nature of the work, and the load.

The mod also supports wear calculations for AI-controlled vehicles using Courseplay, AutoDrive, or the built-in AI. To ensure smooth operation, an electronic immobilizer was developed that locks the vehicle until the startup phase and system initialization are complete, preventing any external input during that time. Once the vehicle is ready to go, the immobilizer disengages, and everything operates as usual.

The mod introduces three penalties. First, a loss of traction in tires and suspension components that worsens as wear increases—however, you will still be able to drive the vehicle to the workshop, albeit with certain limitations and, depending on the situation, without a trailer. Second, a speed penalty in AI mode: AI cruise control is throttled down to as low as 20 km/h depending on wear level to ensure the vehicle and its path remain controllable. If you drive manually, there is no speed restriction, though you will still face handling limitations.

Third, a maximum speed penalty for tracked vehicles (rubber and metal tracks). Depending on the wear of the inner road wheels, maximum speed can be reduced by up to 50%. Once the road wheels have been replaced, the penalty is removed.

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