| Description | Your machines finally wear out like real ones.
Each vehicle is built from up to 8 individual systems: engine, transmission, hydraulics, cooling, fuel, electrical, chassis, and PTO, the harvesting parts taking the place of the PTO on a harvester. Every one is made of the real parts that fail in it, each wearing for its own reasons. Service on time, work within the machine's limits, and catch the first symptoms: the cheapest repair is always the earliest one.
WEAR
- Condition falls about 1% per operating hour under normal use, far faster under abuse, and each system has its own wear factors
- Each part wears faster under what wears it on a real machine: driving against the parking brake wears the parking brake, an engine pushed cold its valve train
- Each part fails as real parts of its kind do, by published failure data: about fourteen breakdowns over the life of a machine in normal use, few when new and more as it ages, more on the parts you strain
- Overdue service accelerates wear in the systems covered by the overdue fluid
BREAKDOWNS
- 164 breakdowns spread across the systems, most in four stages from Minor to Critical
- The part that fails is the one your use has worn: frequent braking with a heavy trailer wears out the brakes first
- Early faults show through RPM fluctuations, coloured exhaust smoke, knocking and whistling; dashboard warnings usually appear from stage 2, though some faults can warn from stage 1
- Old machines also degrade permanently, losing engine power, transmission bite, battery performance, and cooling efficiency
WORKSHOP
- Inspection, Maintenance, Repair, and Overhaul each offer options that change price, duration, and quality
- Fluid top-ups refill what is missing; Repainting repairs minor paint damage or renews the finish using the vehicle's available colour choices. The colours of a machine you own change only through a full repaint, and buying one in another colour than the one already selected costs a full repaint
- Part quality from Used to Original: each repair card shows the wear of the part, the machine a used part was taken from, its warranty and whether the factory warranty is kept. Cheaper parts are more often defective and bring the same fault back, a used part keeps the wear of its machine, and a defective filter fitted at maintenance wears its circuit until it is changed. The quote lists every part a repair replaces
- A fault under warranty is repaired by the dealer as a Standard repair with original parts, free with its fluids, for 24 months or the hour limit, whichever comes first. Extensions are available with a new machine. Dealer-fitted parts are covered for 12 months. The mobile workshop charges its extra labor cost; overdue service or greasing, or a part worn by misuse (a hard impact, overheating past the warning, low oil, a tank run dry, the parking brake on, a harsh PTO engagement, stones, the starter held too long, a PTO shaft at too sharp an angle, diff lock or 4WD on hard ground, a clogged filter, an overweight trailer), or a part fitted aftermarket or used, excludes only the affected fault.
- Engine remapping by the dealer, with the manufacturer's software up to the strongest engine of the range, or by a tuner at the farm or mobile workshop: 10 to 20% more power depending on the engine's place in its range, its curves before and after on a bench sheet, more fuel and heat for the extra power, wear at full load past the strongest engine of the range, and the warranty lost for good. Each puts its stock software back, the tuner free for 12 months
- By default, work takes in-game time and pauses overnight at the dealer; farm and mobile workshops remain open. Separate settings can make inspections, maintenance and repair, repainting, overhauls or engine remapping instant
- A fault is identified before it is repaired: an inspection or any maintenance identifies it, a warning light only shows that one is there
- A complete inspection can reveal hidden faults, defective repair parts and a defective filter, and shows exact condition values; some faults can remain undetected
- A worn part found by a complete inspection can be replaced before it fails, picked in the quote like a fault
- The fleet page shows the tractor power each implement needs
DAILY CARE
- Telwin Doctor Charge 155 Connect on a trolley: connect it near a vehicle to charge its battery at the current it accepts, or for starting aid (START); charging follows the game's time speed and resumes when the save is loaded
- Hold R near a vehicle for a pre-shift check of fluids, radiator, air filter and greasing
- Air Blower clears the cooling pack and removes loose dust from the air filter
- SKF grease gun, loaded with SKF grease cartridges bought one at a time or up to twelve in a carton. Each machine and implement has its own grease points, to grease every working day, every few working days or every few months: each click greases one, a display shows the grease left in the cartridge and each point greased, and greasing late wears the machine faster. The fleet page lists every implement with its grease points and shows the tractor power it requires, and standing next to a machine or implement shows the points due or the next greasing
- An incompatible product contaminates its circuit: wear can triple, heat can rise and hydraulics can slow down; only a complete fluid replacement clears the contamination
- A fluid under its MIN mark lets its pump draw air on slopes: the oil pressure light flickers, the gearbox and hydraulic pumps whine and the hydraulics slow, and each minute of it damages the crankshaft bearings or the pump; the pre-shift check names a low fluid and says when not to work
- Oils, coolants, grease cartridges and hand tools are all in the shop's Maintenance category, among the Objects
- Each engine oil says in the shop which machines it serves: an engine on AdBlue or with a particulate filter given another oil changes it up to twice as early, and its particulate filter fills with ash half again as fast
SIMULATION
- Engine and oil temperatures driven by work, weather and radiator fouling; traction batteries warm during work and charging
- Battery, alternator and starter sized for each machine by its power and age, in 12 or 24 V: charge kept out of reach by the cold, a starter that slows as the voltage drops, a battery disconnect switch for long storage, and jumper cables between vehicles
- Diesel preheating that takes longer as it gets colder, and its own glow-plug breakdown
- Exhaust smoke driven by vehicle age, engine wear, load and active faults: black soot, blue oil or white unburnt fuel
- Drivetrain management on tractors: 2WD / 4WD / AUTO modes and differential locks
- Parking brake on every machine: recent CVT and powershift machines apply and release it on their own, the others use a hand brake; left released, the machine can roll down a slope
- Original reliability shown as Average, Fair, Good or Very good; ease of maintenance as Easy, Average or Demanding. Mechanical condition and service deadlines remain separate
- Multiplayer and dedicated server, 27 languages
- Electric vehicles tracked with their own parts: an electric motor, a traction battery that loses capacity with age and range in the cold, power electronics, and maintenance limited to its present fluid circuits
COMPATIBILITY
- Enhanced Vehicle: RMS drives the drivetrain, the parking brake and the odometer, and turns off Enhanced Vehicle's own; its other functions stay
- CVT Addon: the mod keeps the wear of its gearbox, which RMS shows as a CVT Addon breakdown and repairs with an overhaul
- Extended Leasing: the wash is billed once, and the deposit refund shows in the return window
- AutoDrive and Courseplay: their drivers slow down on an overload like the game's helpers, and a breakdown that stops the machine stops them too; a Courseplay driver pushing against an obstacle without moving stops like the game's helpers, AutoDrive keeps its own way out
- Mobile Workshop: its workshop screen works as the RMS mobile workshop, with the same limits
- Realistic Harvesting (1.6.5.0 or higher): losses, throughput and stops follow the wear of the RMS harvesting parts
- Red Tape: machines lent by a scheme are handled like contract machines, without wear
- Mods giving canola, maize or other crops straw to bale: the straw chopper wears on that straw too, and once broken it leaves that straw in a swath
Mod for Farming Simulator
Issues & suggestions: https://github.com/Squallqt/FS25_RealisticMechanicalSystems
Changelog 1.0.0.0-beta.2:
- Added the required tractor power to the implement cards of the fleet page
- Added engine remapping at the dealer
- Added a Maintenance shop category for the RMS oils, coolants, grease and hand tools
- Added engine oils by machine from Motorex, Motul and FUCHS: an engine with AdBlue or a particulate filter needs an oil made for it, or its oil change comes up to twice as early
- Added ash in the particulate filter: regenerations come more and more often, until the full filter holds the engine back and needs a workshop cleaning
- Added preventive replacement of the worn parts found by the last complete inspection
- Reworked wear and breakdowns: new machines rarely fail, old or mistreated ones far more often, and overheating, a starter held too long or a PTO shaft bent too far breaks the part
- Reworked low fluid levels: below the MIN mark, slopes make the pump draw air, flicker the oil light and damage bearings or pumps; the pre-shift check names the low fluid and no longer mistakes a dirty air filter for the radiator
- Reworked the warranty: covered faults are repaired as Standard with original parts, misuse and aftermarket or used parts are refused, and the quote shows why
- Reworked part quality: the cards show a used part's wear, origin and factory warranty, and a cheap maintenance can fit a defective filter
- Reworked repair methods: Standard replaces the failed part and what it damaged, Advanced also rebuilds the engine or cylinder head with the worn parts around it, Temporary fits no part
- Reworked the quote: the same detailed quote on every workshop page, with labour, parts, warranty and the worn parts found by the last inspection
- Reworked greasing: only real work counts, machines due show in the fleet alerts, self-propelled balers, wood chippers, MacDon headers and onion planters are greased, and flatbed trailers no longer as bale loaders
- Reworked starting: a flat battery can start on the charger's starting aid or on jumper cables, and other players hear a hard start in multiplayer
- Reworked the battery trolley: it stands on its own brakes, and entering it no longer causes an error with some driving mods
- Reworked the harvesting parts of self-propelled harvesters: wear follows the crop taken in, an overload lights the warning and slows AI workers, a broken straw chopper no longer stops the harvest, and Realistic Harvesting now takes effect
- Improved the workshop counts: the summary shows the maintenances done, and a cancelled overhaul no longer counts as done
- Fixed a machine left running shutting off on its own when the player is far away
- Fixed AI workers and Courseplay pushing against an obstacle: after 20 seconds without moving they stop as blocked
- Fixed the engine temperature jumping when getting back into a running machine with some dashboard mods
- Removed the jobs chained at the workshop: order the repair or overdue maintenance from a job's results
Changelog 1.0.0.0-beta.1:
- Reworked machine production years and their period equipment
- Added the model launch year to the shop
- Added engine oil change intervals that follow the machine's era
- Added engine remapping by a tuner at the farm or mobile workshop
- Added an instant setting for engine remapping
- Reworked the workshop, the fleet page, the settings page and the other RMS screens
- Reworked the colours and limits of the dashboard lamps, and the limits of the inspection report and the overhaul advice
- Replaced the sounds of the starter, worn brakes and the jumper cable clamps
- Added a single-press engine start for every engine
- Added grease cartridges for the grease gun
- Reworked greasing with the grease points of each machine
- Added greasing of implements and their PTO shafts, shown in the fleet page
- Added the harvesting parts of self-propelled harvesters, worn by the work they do, with crop losses, blockages and stops as they wear, a stop or a blockage sounding the cab alarm
- Added the renewal of worn harvesting parts to the preventive service, their parts billed
- Added the harvesting effort measured by RMS itself when Realistic Harvesting is not installed
- Added integration with Realistic Harvesting (version 1.6.5.0 or higher), sharing the harvesting effort and the wear of the harvesting parts
- Added spark plugs to methane engines, changed during services, misfiring once overdue
- Reworked the breakdowns of each machine type, without the parts a machine lacks and with the names of its real parts
- Fixed farms contracting for another being unable to use its trolley, charger and fluids, as the game allows
- Removed the raised fill type limit, which the game itself raises to 1023 since patch 1.25.1.0
- Fixed the buttons of the settings page
- Fixed AI workers, Courseplay and AutoDrive wearing the machine by working it cold, hitting obstacles or spinning their wheels on the spot
- Fixed breakdowns and worn parts of lamps missing from the machine
- Fixed the committed cost of a running service showing 0 in multiplayer
- Fixed the finish time of a running service jumping back and forth by a minute when time is sped up
- Fixed the most powerful Stage V machines having no particulate filter
- Fixed machines bought in another colour without paying for the paint
- Fixed the vehicle configurator changing an owned machine's colours without charging the repaint
- Fixed hard starts with the game's automatic start and the GIANTS Ignition Key
- Fixed cars with a flat battery not starting on jumper cables in the cold
- Fixed the jumper cable clamps held off the left hand
- Fixed the wheel slip following the 4WD switch instead of the front axle after a 4WD engagement failure
- Fixed the differential lock not holding a spinning wheel in 4WD, and only partly in 2WD
- Fixed the PTO dropping out without a warning in single player
- Fixed engine stumbles no longer cutting the power after a while
- Fixed the unsteady idle of failing injectors, fuel pumps and spark plugs not worsening with the fault
- Fixed lights staying in a random state after a wiring fault made them flicker
- Fixed worn powershift packs sometimes never engaging the gear asked, or driving it at the ratio of the previous gear
- Fixed PTO drops that sometimes did not happen
- Fixed gears thrown out by worn synchronizers and refused shifts ending too early
- Fixed variator pressure drops ending too early
- Fixed the cold idle of failing glow plugs jumping instead of swinging
- Fixed engine stumbles switching the cruise control back on after the driver turned it off
- Fixed worn brake discs only squealing at their last stage
- Fixed implements on a leaking lift valve dropping at full speed instead of sinking slowly, and the lower key raising them meanwhile
- Fixed beacons and turn signals still working with the battery disconnected or dead, and never draining the battery
- Reduced the range for taking the charger trolley
Changelog 0.13.0.1:
- Fixed the game freezing while loading a savegame with some mods that switch a machine's lights
Changelog 0.13.0.0:
- Reworked breakdowns to follow the wear of individual parts, with gradually worsening symptoms
- Added particulate filter regeneration and AdBlue faults on modern diesel engines
- Reworked cooling and added an optional reversible fan for radiator cleaning
- Reworked hydraulic wear to account for the weight being lifted
- Added previous maintenance history to used machines in the shop
- Reworked resale values based on age, operating hours and mechanical condition
- Reworked repair and fluid prices
- Improved identification of fluid cans and drums by product in the game
- Reworked the warranty: 24 months, extensions at purchase and 12-month cover for dealer-fitted parts
- Removed Premium parts; original parts are no longer defective, and aftermarket and used parts are defective far less often
- Added the origin of used parts: the repair card shows the hours of the machine they come from, which sets their wear, and a 3-month warranty on the part
- Improved the RMS menus, dashboard and inspection reports
- Added a diagnostic tool for reading fault codes, available as an option on the Telwin trolley
- Reworked breakdown messages to suit the machine's onboard equipment
- Removed fuel and hydraulic filters from the pre-shift check
- Changed mobile and farm workshops to require the diagnostic tool for electronic work
- Reworked Debug Mode
- Reworked the models of the air blower, grease gun, jumper cables and charger trolley
- Reworked battery charging to follow the current the battery accepts
- Added tool storage on the charger trolley
- Reworked breakdown sounds
- Reduced engine oil consumption on healthy engines
- Fixed RMS menus taking the colours of mods that recolour the HUD
- Fixed machines sold in multiplayer returning to the used offers without their faults and wear
- Fixed the player falling behind the charger trolley while pushing it
- Fixed the hydraulics wearing and heating up while a header follows the ground on its own
- Fixed faults remaining on a part a machine no longer has after changing its configuration
- Fixed the PTO and steering wearing faster when an AI worker engages the PTO at high revs or steers at a crawl
- Fixed petrol engines asking for preheating
Changelog 0.12.0.0:
- Simplified the reliability and ease of maintenance ratings
- Renamed the maintenance levels after their interval in hours and added deadlines in hours or months
- Vehicle service intervals now follow the Maintenance spacing setting
- Repair time and labour costs now depend on the work and its access
- Mobile workshop restrictions now depend on the selected work, with reasons shown for refusals
- Improved the RMS screens: reworked Mechanical Dashboard, side-by-side work orders with a detailed quote, wear in the inspection report
- Reworked engine and oil temperatures
- Reworked wear under heavy load: reduced during normal driving and progressive at low RPM
- Changed engine overheating protection to reduce power in two steps
- Removed manual temperature settings
- RMS settings are now saved only in the current savegame
- Added support for electric vehicles
- Added an odometer with a resettable trip meter
- Reworked the parking brake and its sounds: automatic or manual depending on the machine, without a global setting
- Removed the Drivetrain Stress Damage setting; damage still applies
- Changed Enhanced Vehicle compatibility: RMS now manages the drivetrain, parking brake and odometer
- Improved damaged steering behavior
- Added chassis damage from collisions
- Changed chassis, electrical and hydraulic wear on rough ground
- Fixed excessive chassis wear when manoeuvring at low speed with the wheels turned
- Reworked batteries, alternators and starters to match each machine's 12 or 24 V system
- Removed manual battery and alternator settings
- Changed hard starts and starter sounds: an emptying battery and a cold engine slow the starter, and a diesel cranked too slowly no longer fires
- Added a battery disconnect switch for vehicle storage
- Changed the charger: automatic charging, fast charging and starting aid
- Fixed worker lights staying on while waiting with the engine stopped
- Added fluid cans poured by hand into the machine you aim at, with a level gauge and sounds
- Changed the workshop Top up: now at the dealer only, fluid cans do it on the farm
- Fixed fluid transfers refused at the ends of long machines
- Added a battery drum pump: fit it on a 200 L drum and fill machines through its nozzle and hose
- Removed battery recharging from workshop services; use the charger
- Added fuel and hydraulic filter clogging: faster on the fuel reserve or under hydraulic work, new filters at every service
- Changed the visual inspection and mobile maintenance: they no longer find electronic faults, which need a diagnostic tool
- Removed labour costs from maintenance in the farm workshop: you pay the filters and use your own fluids
- Changed the last maintenance level: valve, injector and thermostat checks now relieve the engine, fuel system and cooling only
- Removed the Reset Fleet button; a Vehicle Lifespan change applies from then on and vehicles keep their condition
- Added maintenance included in the lease: the dealer and the mobile workshop service a leased vehicle free of charge; with Extended Leasing the return window shows the deposit refunded
- Changed engine oil consumption to that of real diesels: a healthy engine worked hard needs a top up late in its service interval, a worn one far more often; the oil lamp now lights only when the oil runs critically low
- Raised the game's limit of 255 fill types to 511: large maps and long mod lists keep all their products
- Fixed fluid cans and drums coming out of a bale and pallet storage full, and drums shown as 5 L cans to players on a server
- Fixed 200 L drums standing above the ground and above the forks of a forklift
Changelog 0.11.0.0:
- Added the Telwin Doctor Charge 155 Connect on a trolley for 800 €: recharge a battery while you work or select START to help start a vehicle. Charging follows the game's time speed
- Removed the System Stress Rate setting and its console command
- Removed the Passive Wear setting
- Removed the Smoke Intensity setting
- Removed the Plume Detail setting
- Reworked the exhaust smoke into a realistic plume that rises higher under load and drifts with the wind
- Added white exhaust vapour in cold and damp weather
- Removed the Park Vehicle During Maintenance setting
- Removed the Warranty setting; dealer warranty now covers standard repairs with original parts and required fluids under 12 months and 20 hours
- Removed the Procedure Duration Multiplier setting
- Removed the Procedure Price Multiplier setting
- Removed the Clogging Speed setting; radiator and air filter clogging now follow the game's dirt speed independently of the RMS service interval
- Removed the Differential Lock Release Speed setting; the lock now releases above 10 km/h
- Removed the Pre-shift Check Duration setting; the check now lasts as long as its sound
- Removed the Grease Consumption Rate setting; grease now drops 5% per operating hour
- Removed the AI Overload and Overheat Control, Stop AI on Critical Overload, Contract Vehicle Protection, AI Sensitivity and AI Minimum Speed settings; every AI worker now drives with care on its own
- Added Repainting to the workshop: repair paint damage or choose new colours, including through dealer configuration at the RMS repaint price
- Added separate instant completion settings for maintenance and repair, repainting, and mechanical overhauls
- Fixed the issue preventing vehicles from starting with the GIANTS Ignition Key
- Reworked overhauls for predictable results: Partial and Standard bring systems into good condition; Full restores them to like new
- Added compatibility with FS25_mobileWorkshop: inspections and repairs can now be started from its mobile workshop
- Improved the workshop, inspection report, and maintenance log interfaces
- Simplified maintenance deadlines, now shown in whole hours
- Fixed double charges when using farm-owned fluids for workshop top-ups
- Fixed some modded trucks and machines being ignored by RMS
- Fixed an empty hydraulic oil circuit that could never be refilled on some cars and utility vehicles; they no longer have hydraulics in RMS
- Fixed a full overhaul being undone when the save was reloaded
- Fixed parked machines missing from the RMS fleet list for players joining a server
- Fixed some modded cars clogging their radiator and air filter on the road
- Fixed grease and fluid leaks draining far too fast with the Ingame Time Operating Hours mod
- Removed RMS Reliability and Ease of Maintenance ratings from the shop for machines RMS does not track
- Added to the Other Vehicles tab why each vehicle is left out of RMS, with a button to include or exclude it
- Rebalanced fluid capacities to match the size of each machine's engine
- Added a line-by-line bill and the cost per operating hour to the Technical Record
- Added a single transmission and hydraulic oil to most tractors, as in reality; Fendt, Valtra and Lindner keep two separate oils
- Added a maintenance schedule set on the Maintenance Interval: every service changes the engine oil, every second one the transmission and hydraulic oil, every tenth one the coolant; the vehicle info box names the maintenance that is due, the workshop opens on it, and each level says what it changes
- Removed the Minimal maintenance; the workshop Top up refills the fluids
- Fixed fluid barrels arriving empty on maps and mod lists that add many products; barrels no longer depend on the game's fill types. Fluid containers already present in a save will disappear after the update; new ones must be purchased.
- Fixed the vehicle value in the RMS workshop showing 10% more than selling from the menus pays; it now matches the RMS fleet list
- Reworked workshop prices: inspections, maintenance, repairs, overhauls and repainting now cost real dealer prices sized on the machine and scaled by the Economic Difficulty, instead of a share of its price and age; the maintenance bill shows labour and filters
- Reworked the vehicle value: it now falls with the hours run against the Vehicle Lifespan, then with age; an overhaul restores condition but does not reset age or operating hours
- Changed the default Maintenance Interval from 5 to 10 hours
- Fixed the noises of worn bearings, vibrations and seized wheels no longer changing with speed above 15 km/h
- Fixed the pre-shift check sound not playing on a parked machine
- Fixed the breakdown noises of an idling machine going unheard by other players on a server
- Fixed AI workers, Courseplay and AutoDrive stopping in the field under a heavy load, even without overheating
- Reworked the AI worker's driving: it slows down while the machine is overloaded, never below 5 km/h, and picks its pace back up once the load eases
- Fixed the player's cruise control speed being replaced by the machine's top speed after an AI worker's job
- Reworked PTO wear: engaging it at high engine speed, engaging it often, running it with the implement raised and overloading it now strain it
- Fixed fluid transfers from a container sometimes needing several key presses to start
- Added the choice of the circuit to fill, then of the fluid to pour, when several are possible
Changelog 0.10.0.0:
- Renamed this independent fork to Realistic Mechanical Systems; existing Advanced Damage System saves and settings are migrated automatically
- Reworked used vehicles: condition follows the selected vehicle lifespan, hidden faults can exist at purchase, and reliable brands reduce the risk
- Added physical engine oil, coolant, transmission oil and hydraulic fluid: nine purchasable products in 5, 25 and 200 L containers, manual transfer, contamination and workshop stock; transmission oil leaks can drain the circuit
- Reworked the pre-shift check and workshop fluid service: go or no go verdict, next service, four level gauges and a Top up procedure charged by the missing volume
- Reworked air filter servicing: dusty work clogs the filter, the air blower only cleans it partly, washing does not clean it, and workshop maintenance replaces it; hand tools also reach further
- Added exhaust smoke driven by vehicle age, engine wear, load and active faults, with a local detail setting for each player
- Added tractor drivetrain management: 2WD, 4WD and AUTO modes, differential locks, an automatic parking brake and wind-up wear; Enhanced Vehicle takes over the functions it manages
- Expanded the HUD with tractor, towed and combined mass, dashboard indicators, and separate engine and transmission thermal alerts
- Added automatic diesel preheating in cold weather, with a four-stage glow plug breakdown
- Reworked transmission thermal wear: temperature responds to the pump, power take-off and heavy low-speed work; cold oil progressively increases wear only under real driveline load; CVT gearboxes can suffer thermostat failure
- Rebuilt hydraulic wear and breakdowns around actual machine capability, pump operation, lifted mass and vibration
- Added a dedicated power take-off system with drive coupling, output bearing and engagement control breakdowns
- Rebalanced mechanical wear: radiator clogging reduces cooling, cooling wear requires an engine above target temperature, cold-engine wear requires high load, turbo wear applies from 75 hp, steering follows angle and axle load, and lubrication covers every non-road machine
- Reworked vehicle eligibility and non-player vehicles: supported motorized machines are classified by capability, AI workers cause normal wear, and contract machines show hours without wearing down
- Improved idling: an unattended running engine now consumes fuel
- Added a global settings profile for new savegames and a fleet reset based on the selected vehicle lifespan; removed the thermal sensitivity, warm-up boost and cooling slowdown settings
- Removed the work process system, harvest wear and the unloading auger breakdown; production years are now resolved internally without Vehicle Years
- Reworked the workshop, inspection, report, maintenance log and leased-vehicle return interfaces; simplified the on-foot vehicle info box to condition and next service
- Expanded tutorial tips for the fluid, smoke, drivetrain, parking brake and thermal systems
- Added 12 languages (27 total) and improved existing translations |