
Changelog:
20250519 – add some randomness for speed rotating parts (example : smaragd 500K)
20250521 – better combine harvester speed limit
– ai driver now use brakes (avoid 100% road accident when giving it a light tractor with an heavy trailer for example)
– adjust canola capacityFx (fruitTypes.xml)
20250523 – fix rare weird behavior with “power reverser” at changing point
– add servo25 and pov5xl ploughs conversion
20250524 – fix visual bug : player left foot keeps going from pedal clutch to idle (or remain above the pedal clutch)
20250526 – lemken smaragd tuning (rotating parts radius)
– add default “forcePointRatio” for MR Vehicles (0.5 instead of 0.3 for most base game vehicles)
– add CaseIH Farmall C conversion
– add “mrKeepCurrentGear” parameter for “directionChange” (useful when fitted with a powershuttle and same gears in forward and reverse)
– new mrUpdateDynamicFriction function to replace the older one (simpler and take into account tires width/radius)
20250527 – rework of the MrEngine loading (no more lua errors and game frozen if MoreRealistic folder name has been changed)
20250530 – minor changes to current converted tractors xml to comply to “gsVehicleAnalyze” command
– fix changeDirection time of the Challenger MT645 (there was no functionnal power reverser for this model)
– engine sound not proportionnal => setting power 0.25 instead of 0.7 (base game = 1)
– fix to avoid automatic downshift when slipping a lot while starting (example : john deere 3650 narrow wheels trying to start pulling the great britains seeder in a slope)
– new xml parameter to better place check point for ploughs
– adjust ploug draftforce curve function of speed
– DDk2400 trailer brakes modified
– after loading a game, if manual direction change is on, pressing the button = going forward (base game = “reverse” first time you change direction)
– when manual gear shift is on, when in reverse, using the button to shift up now actually shift “up” (like IRL, this is more natural)
– add converted Claas Evion 450 + vario 620 header
– add converted cultivators : knoche ecoCultivator300 and amazone cenius 4000 super
20250531 – add converted einboeck pneumatic starpro 1200
– add converted gorenc puler 600
– fix bug when playing with manual clutch = when braking, the engine was stalling after 500ms. And the engine was also stalling while using the power reverser when featured (change direction under load without clutch)
20250601 – changes to take into account PTO tools (big changes, need a lot of testing => engine rpm and sound, with or without manual clutch => when pto is active)
– changes to the rolling resistance system (especially at still, but in fields too)
– add converted Farmax rapide 450 (try it with the John Deere 3650 to experience the new PTO engine rpm and sound, you can stall the engine in manual clutch pretty easily with this tool. Then try it with the Challenger MT645 or above to see the difference)
– add converted Horsch Kredo power harrow
– changes to dynamic friction module : wet/snow
20250602 – remove interpolation for rpm (better sound and more precise rpm needle)
– big changes to mrUpdateWheelsPhysics to handle better manual + clutch mode
20250603 – rework of WheelPhysics.mrGetRrFx (rolling resistance factor function of ground, wetness and tire size)
– fuel usage factor (game settings) is now the same for MR and not MR vehicles (normal = IRL fuel usage, low = 0.5x and high = 2.5x)
– vehicle debug now display accPedal and brakePedal values
– fix bug with “self.spec_drivable.brakeToStop” => preventing client player from driving in multiplayer if the owner didn’t enter the tractor for the first time
20250604 – new rrFx computing to take into account field “firm” soil (harvest state) for rolling resistance = less rolling resistance when driving over harvested field than cultivated field for example.
and you will get somehow better traction too in such case
– fix bug : less “dynamicFrictionFx” in reverse than forward
– fix : less hydrostatic transmission braking force (both MR engine braking and base game “controlVehicle” function were used to brake the vehicle at the same time). This was especially visible with the Claas Evion Combine Harvester (2WD) when changing direction
– tuning : changing direction with hydrostatic transmission is more gentle (it was “brutal” at full power)
20250605 – moddesc version set to 99
– default motor.autoGearChangeTime set to 700ms (override 0ms time for some base game vehicles)
– it is now possible to depress clutch pedal even if in automatic mode (or driving a full powershift transmission)
– less slipping when changing gears (better sound and visual with powershift shifting)
20250606 – adjust max clutch slipping time (and rpm curve allowed)
– lessen rpm drop for hydrostatic combines unloading while not harvesting (and moving forward/backward to smooth grain in the trailer)
– fix log error when trying to load “widthAndDiam” param from additionalWheel config
– disable MR “WheelsUtil.updateWheelsPhysics” for vehicles controlled by “AutoDrive” mod
– we can now shift gears and use the clutch in automatic shift mode (player is prioritized) : can be useful to start with high rpm for example
20250607 – limit max pressure for rolling resistance factor in field/soft terrain => IRL, there would be no difference between 6 bars or 20 bars in bad condition (axle touching the ground in both cases)
– add converted Bredal k105 lime spreader
– new mechanism for autoshifting => avoid being stuck in “first” gear when slipping a lot (eg : bad ballasting of the tractor, or differential system going crazy) (example : case ih farmall 100 + wheel mass + loader but not front weight + knoche ecocultivator300 + cultivating going up the a hilly field)
– new recommandation for xml differentials settings =
differentials sytem has a hard time to stabilize in game = this is not adviseable to set value of 1 to try simulate a diff-lock.
1. you will never obtain the behavior of a diff-lock (both wheels can still rotate at different speeds)
2. you will get “stutters” in wheel speed because the differential system is not able to match the demanded 0 difference between both wheels
3. you will lose a bunch of engine power when the differential system goes crazy (example : 200Hp tractor cultivating at 12kph and then not able to go past 6kph for unknown reason)
recommandation for FWA (front wheel assist =most of the tractors) =
– ratio of 3 for front wheels
– ratio of 2 for rear wheels
– ratio of 1.3 for center differential
– torqueRatio of 35% front and 65% rear
bad news = this is still possible to encounter the differential going crazy problem
but : this is far worse with base game engine and vehicles (just try to put a tractor in front of a “wall” for example, and try to push it… look at the different wheels and rotation speed. You can also enable vehicleDebug mode to see the “crazy jerking” of the differentials and wheels rotation values)
20250608 – prevent “non power reversing manual gearboxes” from using powerReversing code
– soften new mechanism for autoshifting (it was too optimistic)
– do not engage auto park brake when playing with “manual+clutch” settings (except if player brakes until no speed)
20250609 – remove special new mechanism for autoshifting => it was giving more problems than fixes
– add damping to driven wheels rotating too fast compared to others driven wheels (trying to help differentialssystem to stabilize)
– auto-accelerator when pto is on (we want to keep a minimum engine rpm // IRL, rotating too slow would mean the equipment would not work as intended)
– Power harrows and spaders => more draftforce when pto rpm is low. Far more realistic and prevents cheating going downhill with neutral and pto on
– fix bug : with manual clutch, tractor could stall but continue moving
– new stall timer code (more realistic, there i no more a “range” of rpm for stalling. If you drop rpm too low = in 0.3s the engine is stalled)
– auto park brake and auto-clutch (when hard braking) for manual with clutch mode (IRL, some tractors do have an auto unclutch feature. John Deere directDrive transmission for example. Or, somehow, the older Fendt “turbomatik”) => warning : you can still stall the engine easily in other situation (work task too hard and engine dropping rpm)
20250610 – remove lower maxacceleartion for AI and when PTO is on (not needed anymore)
– fix bug : AI driver was not releasing brake everytimes
20250611 – add converted Hardi Mega 1200 sprayer and front tank
– add converted Pottinger Rotocare V12400
– add converted Hardi Aeon 5200 sprayer
– fix bug : when playing with manual clutch and a controller = very high stopping power when going reverse and partially clutching
20250612 – add converted Hardi Mega 1200 sprayer and front tank
– add converted Pottinger Rotocare V12400
– add converted Hardi Aeon 5200 sprayer
– fix bug : when playing with manual clutch and a controller = very high stopping power when going reverse and partially clutching
20250614 – new override vehicle loading system to be able to override DLC vehicles too
– add converted Ford / Versatile 976
20250614.2 – add converted Ford / Versatile 1156
– fix bug : in automatic shifting mode, if no best group is found, the group 1 was selected (but it could be the reverse group for example)
20250615 – power of 0.5 for self.manualClutchValue in VehicleMotor.mrUpdateGear
– autogear shift will try to downshift (gear or group) to get more engine stopping power if speed limit is reached
– FIX for Precision Farming to make it recognize overrided default vehicles by MR
20250622 – change in VehicleMotor.mrUpdateGear to force waiting for direction/group change time (player could change direction and just after change gear to not wait for the “changedirectionTime”)
– autoshift wait for 2s before trying a new change after player has changed a group manually
– tuning : great plains seeder wheels
– PowerConsumer : draftForce => at very low speed = more force needed (we don’t want smaller tractors to be able to pull at very low speed heavy implements)
– make wood crushing enjoyable (fix base game problems = too much stucked logs, lost woodship = up to 100% losses for each log with base game, no differences with different tractor engine power)
– add converted Heizomat 10-500 KF wood crusher
– fix powerConsumer “addForce” that could get a divide by zero
– fix (not MR) : Versatile/ford 976 wrong additionalMassNode => config_weightFront300 instead of config_weightBack400 for front ballast
– fix missing vehicle combination in the ingame store when the combination = a mr converted base game vehicle
What is MoreRealistic Mod ?
A deep modification of the game to make it enjoyable for me (especially the driving experience since I want the game to be a “driving farming simulator”)
MoreRealistic history:
IRL, I drove my first tractor at the age of 7 (only the steering wheel, Ford 7000 and IH745)
I am also a software engineer (but not only)
I discovered and played LS2009 just before Farming Simulator 2011 was released
I started modding with FS2011 -> the game physics was too bad (unrealistic flying tractor. The more weight on the wheels, the more power you get, no rolling resistance, etc etc)
So, I created MR11 to get the best driving experience from the vanilla game (and fix many bugs like the farm bales elevator). Once FS2011 with MR was feeling great to me, I released MR11.
But it was a bit late : Farming Simulator 2013 was released too, it took me “ages” to make MR11 (thousands hours).
Then, I worked on MR13 because vanilla FS2013 was feeling so bad compared to MR11. Another time, it took me a bunch of time to get the “MR engine” ready, and then, I had to convert every piece of equipment to be “MR”… And then expansion vehicles…
And so, I spent another couple of thousand hours on this one.
When FS15 was released, I gave it a try : still not good, I could not feel I was driving a tractor. I check what could be done with modding, but didn’t achieve to do anything good (didn’t even achieve to apply proper gravity) => so no MR15
When FS17 was released, it feeled the same. As usual, it was like playing with “playmobil” tractors. I achieve to make MR17 and spent a lot of time to convert vehicles. Of course, there were even more vehicles than before = I guess I spent the most time on this one (more than 3000 hours ?)
At the end = I spent all my free time to this mod, but did not have time to enjoy the game with it…
Then, FS19 was released => I had a new job, and no time for playing (more than full-time job = 3000 hours per year). So, no MR
The same for FS22 => same job and still no time for FS or MR.
Why MR25 ?
I bought the game just before release, I achieved to play almost one hour before trying to mod the game. The driving experience was too bad :
Just set manual direction change to “ON”, and try to cultivate a field with base MT635 = unplayable. Each time you shift in reverse, the R1 speed is selected (crawling) and you have to shift all the gears up to get a decent reverse speed. It quickly become unbearable.
IRL, John Deere 3650 is one of “my” tractor (spent a couple hundred hours driving it) => gearbox is “badly” set in game. (hi-lo lever is not in the right direction, and it feels like driving a powershift tractor). Gears ratio differences have also nothing to do with IRL, I couldn’t feel driving a 3650
MF 8570 harvesting at 10kph whatever the yield, the crop, the incline…
I bought a Fendt (vario transmission) : driving experience was “disgusting” (in 2 words : flat and dull)
This was already more than I could handle : the “simulator” word was lost
What can you expect from MoreRealistic ?
rolling resistance (something not present in base game engine, but really, really, really important IRL for farming vehicles) // air resistance too, but not so important
better tire forces (example : no more possible to pull more than your weight)
earth gravity (this was not the case in base game FS2011 and 2013)
IRL mass (realistic fillType density, no mass limit, better center of mass)
More realistic harvest and working speed (still a bit “easy” compared to IRL, but you will want that high horse power shinny tractor or bigger combine now.)
Engine with proper torque curve (try to compare John Deere 3650 and Landini REX4 120 with or without MR, at work in a hilly field)
new transmission management (MR game engine make use of its own function, for automatic shifting too = far more realistic – try making 0-40kph with the MT635 with or without MR, automatic shifting ON) => it can handle hydrostatic transmission (drive 30 seconds the Massey Ferguson 8570 on road without MR and with MR => if you love driving by yourself : difficult to get back to base game feeling)
no automatic brake when going downhill and going faster than max vehicle speed – let’s hope AI is able to brake now
MR Combines take into account “liters per second” and crops (less yield = faster combine speed. Harvesting less than 100% of the header width = more speed).
MR Combines are limited by : header max cut speed, combine threshing capacity, engine power (chopping straw = consume more power = maybe less speed if the combine is underpowered in the current crop)
variable center of mass depending on the fill level
tires do have a great impact in game now (Example : just try to cross a wet field with a full trailer fitted with narrow road tires)
What should you not expect from MoreRealistic ?
overriding every piece of equipment in the game, the expansion, the official mods… (It would require me more than 24 hours a day to achieve that in an acceptable time)
Fun facts
I bought the game on Steam first. And then, I had to buy it directly from Giants because modding is not welcome on the steam version of the game… (no lua game source)
Each MoreRealistic project is started from scratch. I do not copy code from previous game.
It can take me dozens of hours (hundred ?) to remove some unwanted vanilla features that would take Giants minutes to remove (say hello FS2011 “damping” value)
It seems every piece of equipment I look at is “wrong” (maybe I look too much ?) :
APE50 is not CVT driven IRL (manual gearbox like a motorbike, but shifting lever = rotating the whole left handle. And then, you have a reverser lever.)
Aprilia 125 is not 100Hp at all IRL (especially the current 4 strokes engine)
Landini REX4 is not a GT version (this is a F version in game)
Amazone Spreader is not a 3200 model (this is the 2600 version : not the same width at all)
GreatPlains 1500 has the wrong optionnal attachment : this is not a fertilizer unit ! this is the small seeds attachement unit
Challenger MT635/645 and MT655/665 = not the same engine ! sisu 7.4L and 8.4L / not the same transmission : funk 18/6 and 18/9 (and so, not the same weight either)
In base game, more than 90% of vehicles share the same engine (same torque curve, just a factor applied to derate the power). You can’t feel the difference between a 8.4L valmet engine and a 3.6L deutz engine => this is not a wanted experience for a driving simulator, especially with manual gears
A few times, MR25 has been stopped (nearly aborted) because I didn’t achieve to “bend” the base game engine like I wanted
With base game engine, when playing with Giants studio attached to debug and “vehicleDebug” active, the game engine is eating your memory (RAM) => this is fixed with MR engine
MR is best suited for “hardcore” players who play vanilla game and don’t spend time searching for mods => the ones that would never know MR exists