Mod

NomAdvanced Damage System
Version1.9.2.1
Auteurid577, Squallqt
Nom du fichierFS25_AdvancedDamageSystem.zip
Taille36,16 Mo
ActifOui
CarteNon
DescriptionAdvanced Damage System adds a deep vehicle wear, failure, diagnostics, maintenance, and repair system to Farming Simulator 25. Instead of relying on a single generic condition value, each machine is built around multiple individual systems with their own condition, wear factors, stress accumulation, and risk of failure. Vehicle behaviour and the nature of breakdowns depend on operating conditions, load, temperature, and service quality. The mod includes a temperature model for key systems, advanced battery and alternator simulation, realistic breakdown logic, expanded workshop workflows, service reports, maintenance history, and pre-shift inspections. As a result, vehicle management becomes a strategic part of gameplay: service takes time, poor operation increases the risk of failures, and neglecting machine condition can disrupt critical field work. A responsible farmer who looks after equipment, services it on time, and avoids unnecessary abuse will keep the fleet reliable and avoid serious problems during the season. Changelog 0.9.2.1: - Reworked the ADS Fleet Management menu: added tabs for vehicles in service and non-ADS vehicles, creating a unified fleet control center - Added compatibility with In-Game Time Operating Hours; service intervals now scale dynamically with time acceleration - Fixed an infinite loop when no valid breakdown was available to add - Fixed some mod vehicles not warming up at idle - Fixed excessive hydraulic stress on combines caused by incorrect PTO angle detection - Fixed: mobile and owned workshops no longer use working hours and are available 24/7, unlike the dealer - Moved the overdue service interval indicator for Enhanced Vehicle compatibility Changelog 0.9.2.0: - Rebalanced system wear factors - "Quick Inspection" now finishes an active inspection instantly - "Park Vehicles" now applies instantly to vehicles already in a service procedure - Cold and overheating warnings for the engine/transmission now appear once instead of repeating constantly - Vehicles now warn about extreme load through dashboard indicators - Reworked dashboard indicator logic and added an activation sound - Added an option to disable all warning messages - Fixed multiplayer synchronization of engine and CVT temperature with the engine turned off - Fixed battery capacity setting changes causing mass battery discharge - Fixed repaired breakdown count in the maintenance log - Fixed chained service procedures causing unintended repaint and repaint charges - Fixed AutoDrive AI ignoring critical breakdowns - Minor UI fixes Changelog 0.9.1.2: - Added compatibility with CVT Addon - Expanded the in-game adjustment ranges for service interval and vehicle lifespan settings - Scaled breakdown progression and other time-based mechanics to match custom service intervals and extended vehicle lifespans - Fixed operating hours synchronization in multiplayer - Fixed service interval progress calculation during initial vehicle initialization - Added Polish and Spanish translations - Minor UI fixes Changelog 0.9.1.1: - Increased interaction and connection distances for jumper cables - Implemented a filter for system wear and stress accumulation that dampens sustained high-value factors while allowing short impulses to pass through - Added new configuration options and expanded the adjustment ranges for existing ones - Rebalanced wear factor multipliers (generally reduced for better gameplay balance) Changelog 0.9.1.0: - Reworked stress accumulation: stress can no longer exceed the current condition level of its system. When stress reaches condition, a breakdown occurs instantly - Returning leased ADS vehicles now applies penalties for active breakdowns and overdue maintenance. Compatible with Extended Leasing - Fixed: lubrication on harvesting vehicles now decays correctly instead of always staying at a normal level - Fixed: harvesting activity is now detected correctly for work process wear calculations and for checking the presence of large debris - Radiator and air intake clogging speed is now tied to the selected service interval length, allowing better adaptation to different gameplay styles - Removed the long harvest factor from the work process system - Reworked the fuel system's High Pressure Factor: it is now triggered by high fuel consumption instead of indirect engine load - Fixed incorrect data display in the maintenance log and inspection report - ADS now controls the vanilla engine temperature value - Fixed a bug where the battery could discharge too quickly when AI tried to start a vehicle while ENGINE_HARD_START_MODIFIER was active. As a temporary solution, AI is immune to ENGINE_HARD_START_MODIFIER - ADS now controls operating hour accumulation for ADS vehicles, so hours continue to accumulate even when the player leaves the engine running Changelog 0.9.0.0: - Added multiplayer support - Reworked the vehicle condition model: overall condition is now built from multiple individual systems, each with its own condition and wear factors - Added a new stress system that accumulates stress in vehicle systems when machinery is used improperly, increasing breakdown risk - Added an advanced battery and alternator simulation - Added pre-shift vehicle inspection - Added new shop items: Grease Gun, Air Blower, and Jumper Cables for pre-shift service and jump-starting vehicles with a discharged battery - Added a fleet management table with all ADS vehicles for easier overview and control - Added many new breakdowns and reworked existing ones; breakdowns now have strict assignment to specific systems - Added a breakdown selection system that chooses failures based on which system factors were stressed or violated the most - Added new workshop options and reworked existing service and repair flows - Changed the hard engine start logic: the starter must now be held to crank the engine - Numerous minor balance and interface improvements