



Multiplayer in development, playable but may contain bugs
Take real control of your tractor’s traction — engage 4×4, lock the differential and let the system react to actual wheel slip, not just to an assigned key.
This mod adds a fully switchable 4×4 traction system to compatible vehicles (tractors, trucks, harvesters, cars): engage/disengage the front axle when needed and toggle a differential lock that trades turning radius for maximum grip in mud, snow or during heavy work.
Features
Real rear-wheel slip detection — automatic modes react to actual wheel-slip physics, not just speed
Four driving modes, assigned to each vehicle by default:
Manual — always in control
Semi-automatic — engages with actual wheel slip, while manual control is always available
Automatic — the same logic, adjusted for vehicles with factory-fitted automatic 4WD (CVT/IVT transmissions)
Intelligent — continuous, proportional engagement in the Fendt style (without abrupt switching on/off)
Native tyre-pressure simulation during engagement — no dependency on any other mod
On-screen HUD with real-time status and adjustable position in the game Settings menu
Zero XML changes to any vehicle — the system integrates automatically into all compatible vehicles
V1.3.0.0
Multiplayer in development, playable but may contain bugs
Compatibility tested with the MudSystemPhysics and Tractor Terrain Dynamics mods
Behaviour fixes:
Continuous-track tractors (only 2 tracks, e.g. John Deere 8RT, Fendt Vario MT) are no longer affected by the 2WD/4WD system it makes no mechanical sense for them.
Fixed the actual difference between “semiauto” and “auto” modes: semiauto now only engages automatically and never disengages automatically (this is always left to the player).
Terrain anticipation GPS now always reads, even above road speed (previously it always stayed at 0% in this situation).
Fixed implement mass reading (it was reading tonnes as if they were kg underestimating the actual weight by 1000x).
Fixed false triggering of “smart” mode when braking and shifting into reverse.
Fixed being “stuck to the ground” when lowering a heavy implement (differential lock reacted too quickly to the initial spike).
Automatic system (semiauto/auto) now reacts much faster to real and sustained wheel slip previously it could take dozens of seconds.
Fixed rapidly switching between 2WD/4WD when stopped in the field.
Fixed false triggering of semiauto when starting from a standstill (a normal and brief wheel-slip spike at the moment of take-off).
The “smart” mode (Fendt) has been isolated from the binary engagement logic preventing interference between the smart mode’s own hysteresis and the new detections.
New features:
Detection of “fieldwork in progress” (via the game’s native GPS) and automatic “arming”: when stationary/almost stationary in a field with the implement lowered for more than 2 seconds, 4WD engages directly.
Experimental support for engine load as an additional signal (disabled by default, available in DriveModeConfig.lua).
Features from previous versions (already included in this version):
Proprietary GPS/terrain-elevation anticipation system, without depending on another mod only on each brand’s top-of-the-range tractors (Fendt VarioGuide, John Deere JDLink, Case AFS Connect, New Holland IntelliSteer, Deutz-Fahr Agrosky, CLAAS EASY)
Proper 4WD terminal (Ctrl+Shift+G) Status/Telemetry/Settings tabs, with wheel-slip thresholds and anticipation strength adjustable live, per vehicle
Per-tractor telemetry (total hours, hours in 4WD, hours with differential locked, number of engagements, distance in 4WD, GPS anticipations) saved in the savegame, with a reset button
Savegame persistence of the 4WD state (engaged/differential locked) and adjusted Settings
Renewed HUD capsule-style bars with glow, pulsing halo on active elements, without text overlap
Fix for the tyre-pressure conflict with FS25_MudSystemPhysics
Extended support for brands/models: John Deere 6R/8R/9RX, New Holland T8/T8000, Deutz-Fahr Series 7/8, CLAAS Xerion, McCormick X8 VT-Drive
