Beschreibung

LS25 Visuelle Schlammspuren v1.4.0.4

# Visual Mud Tracks – full mod description

**Visual Mud Tracks** expands Farming Simulator 25 with a comprehensive simulation of lanes, soil moisture, tire behavior, compaction, fruit destruction, root damage and bogging. This means that vehicles react much more realistically to dry, moist and water-saturated soils.

The mod is designed for single player and multiplayer and can work with the **Realistic Water & Soil Management System**. Soil moisture, load capacity and waterlogging not only influence the display, but also tire contamination, sinking, slippage, driving resistance and plant damage.

## Physical lanes and terrain grooves

Tires can permanently lower the terrain and create real grooves in the terrain heightmap. The depth and width of the tracks are calculated individually for each wheel.

To be taken into account:

* Vehicle weight
* actual wheel load
* Tire width and tire radius
* Tire pressure
* Soil moisture
* Soil saturation
* Carrying capacity
* Speed
* Wheel slip
* Cornering
* Number of previous crossings
* Trailers, levels and attachments

Left and right bike lanes remain separate. The center of the vehicle is not lowered unnecessarily. The grooves have a narrow, steep cross section so that the edge areas do not sink over a large area.

Existing tracks can be deepened by further difficult crossings. A maximum depth protects the terrain from extreme deformation.

The groove is created directly at the actual wheel contact. There is no delayed post-processing behind the vehicle. Steered, mirror mounted and differently aligned wheels are taken into account.

## Restoration through tillage

Physical lanes can be removed again through appropriate tillage.

The following are supported, among others:

* Plows
* Cultivator
* Disc harrows
* Subsoiler
* Mulcher
* Reels
* Seeders
* Direct seeding machines
* Planters

The terrain is only reset within the actual work area being worked on. Pending trace calculations and saved visual traces are also removed there.

## Safe Terrain Journal

The mod uses separate savegame files:

* `visualMudTracksTerrainBackup.xml`
* `visualMudTracksActiveRuts.xml`
* `visualMudTracksState.xml`

The original terrain height of a cell is saved during the first intervention and is not later overwritten by further passes. Active grooves and recovery information are managed separately.

This allows tracks to be reset in a more controlled manner. Interrupted restores can be resumed the next time you start the game.

**Important note for updates:** Before switching from an older version, existing lanes with the old version still installed should be removed using tillage equipment and the score saved. Grooves that have already been permanently written into the terrain height map may otherwise remain.

## Visible and physical sinking

Tires visibly and physically sink on soft and wet surfaces. The sinking is implemented via the effective wheel physics radius. This means that the tires, suspension and ground contact react together.

The sinking occurs progressively and not suddenly. On solid ground, the wheel lifts itself out of the ground in a controlled manner.

The sinking depth depends on:

* Soil moisture
* Saturation
* Carrying capacity
* Wheel load
* Tire width
* Tire pressure
* Speed
* Slip
* existing track depth

Wide tires distribute the load better. Narrow, heavily loaded tires cut deeper.

## Tire pressure system

The tire pressure can be changed while driving. The value is saved for each wheel and synchronized in multiplayer.

Low tire pressure:

* increases the contact area
* Improves grip on soft ground
* reduces cutting
* can make it easier to get out of soft tracks

High tire pressure:

* reduces the contact area
* increases cutting
* increases the risk of getting stuck on wet ground
* may be cheaper on solid ground

A compact HUD shows the current pressure in bar and evaluates it in color.

## Soil moisture HUD and RWSM connection

The Soil Moisture HUD shows the current RWSM topsoil value in percent. The display uses the same soil moisture value as the RWSM field info.

Values ​​above 100 percent can represent severe waterlogging or waterlogging.

RWSM soil moisture affects:

* Sludge content
* Tire contamination
* Particle effects
* Carrying capacity
* Sinking depth
* Tire grip
* Wheel slip
* Groove depth
* Danger of getting stuck
* Fruit and root damage

Increased soil moisture caused by irrigation can also change the soil physics.

## Tire dirt and mudThe amount of mud is stored individually for each tire. A tire remains dirty after leaving the field and cleans itself depending on the surface.

* Asphalt cleans quickly
* Gravel cleans slower
* Clean dirt roads only slightly
* high speed throws more mud out of the tread
* Rain also washes off the tires
* a light film of dirt may remain

The particle effects distinguish between dry earth and wet mud.

Included are:

* fine dry soil particles
* medium dry soil particles
* fine wet splashes
* medium mud particles
* rare heavy mud lumps

The amount of particles depends on wheel rotation, slip, tire width, radius, moisture, sink factor and load capacity. Particles are only generated when there is suitable ground contact.

## Progressive stuck physics

On heavily waterlogged and less stable ground, a vehicle can progressively become stuck.

Continuous slippage causes driven wheels to dig in further. At the same time, the transferable grip decreases and the driving resistance increases.

To be taken into account:

* Soil moisture and saturation
* Carrying capacity
* Wheel load
* Tire pressure
* Slip
* Speed
* Engine utilization
* Engine speed
* Tensile load
* Working resistance
* Duration of exposure

Plows, cultivators, disc harrows, subsoilers, seed drills, power harrows and rollers produce different pulling resistances. Working width and working depth influence the power requirement.

In extreme conditions, propulsion can be almost completely lost.

Lifting or uncoupling an implement immediately reduces the additional load. Controlled reversing can reduce the digging condition and free the vehicle along its own lane.

## Soil compaction

Vehicles compact the top and bottom soil depending on wheel load, soil moisture, slip and number of passes.

Included are:

* Topsoil compaction
* Subsoil compaction
* Stronger compaction in wet soil
* Multiple experiences
* Additional load due to cornering and slipping
* Plow sole for frequent plowing
* Different effects of plow, cultivator and subsoiler
* Targeted reconsolidation by rolling
* slow biological recovery

Compaction and soil structure can be viewed in the field info.

## Fruit destruction

Plants in the immediate tire area may be damaged or completely removed. The native LS25 fruit destruction is used for this.

The damage depends on:

* Wheel load
* Tire width
* Soil moisture
* Slip
* Cornering
* Growth stage
* Root health
* Soil structure
* Number of crossings

Young plants react more sensitively. Repeated crossings significantly increase the damage.

Normal tires remove plants after several trips over the same spot at the latest. Detected maintenance tires reduce the damage, but do not prevent it completely if the vehicle is driven frequently.

## Root Health

Each contaminated soil cell can receive its own root health value.

Root damage occurs due to:

* high wheel load
* wet ground
* strong slip
* Cornering
* Multiple crossings
* unfavorable growth stages
* compacted soil

If root health declines, the risk of visible plant damage increases.

* below 70 percent: increased sensitivity
* below 40 percent: further crossings lead to destruction more quickly
* less than 20 percent: very high risk of failure

Root health is saved and can slowly recover biologically.

## Field info and settings menu

The mod expands the field information to include numerous land values, including:

* Soil compaction
* Underbody status
* Root health
* Soil structure
* Sink factor
* Carrying capacity
* Fruit and root damage

The settings menu contains detailed descriptions of all options. High and low values, interactions, performance consequences and save game effects are explained.

The menu texts are available in twelve languages:

German, English, French, Spanish, Italian, Dutch, Polish, Portuguese, Russian, Czech, Hungarian and Turkish.

## Multiplayer and performance

The crucial physics calculations run on the server side. Tire pressure, contamination and important soil conditions are synchronized.

To optimize performance, the mod uses:

* limited groove points
* adjustable storage intervals
* Event and bulk caches
* sleeping floor cells
* Reduced refresh rates for removed or inactive areas
* delayed safe initialization of the particle systems
* Clean release of particle effects when deleting vehicles

**Author: Sherman**

V1.4.0.4
— FPS drops significantly improved during heavy rain and on extremely wet fields.

V1.4.0.0
— Fixed a bug on multiplayer servers where the dirt textures were under the tractor
— On a server, the server now completely calculates everything and only distributes it to the clients
— Fixed a bug that caused severe FPS drops on a 4×4 map.
— Fixed a bug that prevented soil compaction from being passed on to the mod RWSM on servers.

V1.3.7.6
— Tire pressure display changed and prepared for later updates
— Lua bug fixed

V1.3.7.5
Thoroughly revised rut and mud system.
Significantly improved performance through optimized, event-based calculations.
Permanent and unnecessary vehicle/terrain queries reduced.
Track depth more realistic depending on vehicle weight, wheel load, tire pressure and soil moisture.
Heavy trailers and machines create stronger and deeper tracks.
Rain and wet ground increase the risk of deep ruts and mud ruts.
Tires leave different marks depending on the moisture and load.
Tire contamination and mud effect further improved.
Roads and paved areas are largely excluded from soil deformation.
Reworked terrain deformation so that grooves no longer bounce upwards.
Reduced errors when stopping and driving slowly in existing lanes.
Original terrain height is taken into account more reliably.
Cultivators, plows, subsoilers and other soil cultivation equipment remove existing lanes.
Seeders and other equipment are treated according to their actual soil cultivation.
Improved recognition of GIANTS tillage functions.
Trace calculation more closely tied to existing GIANTS APIs and ground conditions.
Interaction with RWSM optimized, but VMT can still be used independently.
Cell/terrain queries around vehicles are greatly reduced.
Further reworked the storage and restoration of lanes.
Cleaned up old error-prone terrain/cell loading logic.
FPS drops on already worked or wet fields further reduced.
Multiplayer and server stability improved.
Fixed numerous minor bugs with terrain deformation, vehicles and attachments.
General performance, stability and compatibility optimizations.

V1.3.7.5
Particle system revised: Particles react more strongly to the driving speed and are ejected up to approx. 30 cm higher at higher speeds. Frozen ground no longer produces mud, soil or dust particles; Snow particles remain active when there is snow.
Track grooves improved: Pressed-in grooves are no longer unintentionally pushed upwards while driving or when stopping. Even on trailers, the grooves created remain more stable.
Saving and loading improved: Grooves are saved more reliably and fully restored when loaded. The saved file is additionally checked before it is accepted as valid.
Tillage: Plowing, cultivating and other appropriate tillage operations continue to remove existing grooves and restore the original soil height.
Tire pressure revised: Tire pressure no longer influences ground pressure and groove formation on attachments. This means that attached machines are no longer incorrectly influenced by the tire pressure calculation of the towing vehicle.
Performance and stability: Ground, groove and particle calculations further optimized and unnecessary queries reduced.

V1.3.7.4
Performance Update
Multiplayer Fixes

V1.3.7.3
Fixed bug when it was raining that you couldn’t drive faster than 20 on the road.

V1.3.7.2
VISUAL MUD TRACKS – VMT
Changelog 1.37.1.0 to 1.37.1.15
Author: Sherman

Tire contamination / GIANTS-Washable

– Tire contamination fully adapted to the original GIANTS washable system.
– VMT leaves the original LS25 tire dirt as a basis and no longer writes its own dirt/wetness values ​​on dry fields or grass.
– Additional VMT mud is only activated when the ground is actually wet or soft.
– Mud color tuned darker; Build-up and breakdown occur more slowly and naturally.
– When exiting real mud conditions, the original GIANTS dirt/wetness/color condition will be restored and will not be overwritten further thereafter.
– VMT-Radschlamm remains savegame and multiplayer capable.

Driving physics / sinking / suspension

– Stuck driven wheels can create a physical terrain groove directly at the wheel contact even without forward movement.
– If there is a lot of slip when stationary, a short, elongated tire pocket is created in the direction of rolling instead of just a transverse line.
– Temporary wheel radius sinking and permanent heightmap groove are offset against each other so that the same effect is not shown twice.
– Transitions to real terrain deformation remain continuous so that vehicles do not jump up or sink additionally when a groove occurs.
– Wet/soft floors affect wheel suspension via the native GIANTS interface setSuspensionMultipliers.
– The original vehicle/axle suspension remains the technical basis; VMT does not replace XML spring values.
– On heavily saturated ground, the suspension is softer, but the damping is deliberately kept higher. Low tire pressure increases compliance slightly.
– Dry fields, roads and frozen ground continue to use the original GIANTS suspension.
– Existing RWSM/VMT soil data will be reused; no additional full field or DensityMap queries for the suspension.

Permanent terrain grooves

– Permanent heightmap grooves are written directly on the actual wheel contact.
– The previous delayed groove queue has been removed because batched subsequent terrain writes could cause larger sections of terrain to sink behind the vehicle.
– Distance-based sampling is retained; there are still no heightmap writes in each frame.
– Wheel contact may only leave grooves at the same depth or lower them further, never raise them.
– Existing grooves no longer jump up when you drive over them again.
– Before each write, the actual terrain height is taken into account; the effective groove depth is monotonic.
– Tillage remains the normal path, which is allowed to consciously raise a saved groove again.

Unchangeable original height

– For each persistent groove, the original height is permanently locked when first detected.
– originalHeight may not be replaced by later wheel contacts, loading, verification or migration.
– When loading, the current heightmap depth is only observed and not adopted as the new logical groove depth.
– This prevents saved grooves from being gradually committed deeper and deeper upon reboot or mod update.
– VMT only stores the logical depth actually applied by VMT.
– In legacy migrations, if several old entries meet the same new cell, the original height that was adopted first is retained.
– Cultivator/plow always returns to this unchangeable original height.

Savegame persistence/update security

– Groove persistence extended to Format 7 / Restore Scheme 3.
– Older save game formats 3, 4, 5 and 6 remain readable and are migrated in an update-safe manner.
– Exact world position X/Z of each groove is stored in addition to grid indices.
– The original height, applied depth and absolute target height are saved.
– Old grooves are found again via their physical world position and not just via possibly differently quantized heightmap keys.
– Primary and backup files use a monotonic save sequence; When loading, the newer valid generation wins.
– Persistence files are reopened after writing and validated for format, restore scheme, sequence and groove count.
– The dirty state is only reset after successful validation.
– Temporary terrain write errors no longer discard loaded grooves; they remain until they are successfully processed.
– The final save game callback is registered centrally via the VMTSaveCoordinator.

Loaded grooves / double deformation

– When loading, VMT first checks the heightmap already saved by GIANTS.
– If the physical groove already exists, it will not be written into the terrain again.
– This means that grooves are not applied deeper again after a restart or mod update.
– If a groove actually needs to be added, this is done exclusively via the Lower-Only-Terrain-Writer.
– A mod update cannot raise existing terrain.Tillage/Restoration

– Cultivators and plows reset persistent grooves to the saved original height.
– A groove entry is not deleted until the recovery is written successfully or the original height is already physically present.
– In the event of temporary terrain write errors, the groove remains saved and can be reprocessed later.
– After successful tillage, the groove will be removed from the persistent chunk record and will not appear again after restart.
– Old or newly quantized groove cells at work area edges are reliably detected.
– Terrain that is already higher than the original historical height due to landscaping or map updates will never be lowered to the old value again.

Performance in old save games

– A 16 m spatial index has been added for persistent grooves.
– Cultivators and plows only check grooves in the immediate vicinity of their current work area.
– Expensive wide heightmap/grid passes over large areas have been removed.
– Legacy baselines are only reconstructed when necessary for the actual cell being edited; no full card scan.
– Lazy load verification of old grooves heavily budgeted so that saves with many thousands of grooves do not produce large FPS spikes.
– Chunk-based storage and local queries remain the foundation for large savegames.

Stability / Entity Security

– Added protection against GIANTS entities that have already been deleted.
– Vehicle nodes are checked with entityExists before world position, speed and direction queries.
– Invalid vehicles no longer enter the VMT physics cache; Wheel position queries only fall back to valid nodes.
– Stuck, mud, groove, tire pressure and traction logic remains stable even when deleting or selling vehicles.

User Interface/Localization

– Fixed VMT menu header L10N error; “Visual Mud Tracks” appears without a missing translation key.
– HUD, tire pressure, soil moisture and multiplayer displays are retained.

Compatibility

– RWSM connection for moisture, saturation, load capacity and compaction is retained.
– Tire pressure, slip, sink physics, wet suspension, mud particles, compaction, multiplayer and savegame persistence continue to work together.
– GIANTS-native tire contamination and vehicle physics remain the basis; VMT only supplements the wet/soft ground effects.
– Existing saves with grooves from older VMT versions remain loadable and can be migrated without restarting the career.

Current status: Visual Mud Tracks 1.37.1.15

V1.3.7.1
Tire shader fix

I’ve included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths.

V1.3.7.0
I’ve included all the individual changes and fixes, including runtime/LUA errors, stuck physics, multiplayer, tire/mud shaders, washing, particles, wet ground optics, RWSM compatibility, chunk storage and migration, as well as the complete seeder FPS fixes up to the complete removal of the seeders from the VMT work area paths.

V1.3.6.9
Washable texture fix

Seed machine and implement performance
Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized.
Multiple sowing rows within the same RWSM soil cell are only calculated once.
Duplicate and overlapping work areas are detected early and skipped.
Grid cells that have already been reached are not completely processed again with each calculation run.
Device and WorkArea discovery is cached.
Several active vehicles are processed over different frames.
Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas.
Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported.

V1.3.6.8
Seed machine and implement performance
Processing of seed drills, direct seed drills, planting machines and seedbed combinations has been fundamentally optimized.
Multiple sowing rows within the same RWSM soil cell are only calculated once.
Duplicate and overlapping work areas are detected early and skipped.
Grid cells that have already been reached are not completely processed again with each calculation run.
Device and WorkArea discovery is cached.
Several active vehicles are processed over different frames.
Short FPS drops significantly reduced on wide seed drills and devices with many individual work areas.
Normal sowing, no-till, planters, rotary harrows, seedbed combinations and simultaneous fertilization remain fully supported.

V1.3.6.7
– The code has been completely rewritten to significantly improve performance and reduce system load. Also tested in multiplayer with 10 players.

-New grooves are now displayed much better, multiple crossings or vehicles with a lot of weight or heavy trailers now sink noticeably better and perform better.

***Important update notice***

There is no guarantee that tracks and grooves from older versions will be carried over correctly or completely removed.

Before installing the new version, all existing traces should be removed by tilling the soil. Alternatively, remaining grooves can be smoothed out using the landscaping tool.

Please write your comments if it has improved significantly. Please remember that other mods can also cause conflicts with mine and it doesn’t have to be due to this mod.

If everything continues to go well, this will serve as the basis for further renovations.

V1.3.6.5
Another performance fix that caused the FPS to drop after about an hour. (Please report)

V1.3.6.4
Big Performance Update:

Tillage and groove reset
Tillage equipment no longer searches all saved grooves across the entire map.
Instead, only the grid cells within the actual workspace are checked.
This concerns:
active terrain grooves,
secured original heights,
waiting terrain changes,
visible trace cells.
This significantly reduces the effort, especially with older save games with many saved tracks.
Deferred Recoveries
Groove cells under a tire continue to not lift immediately.
These cells now end up in a fixed queue.
In the past, the entire groove table was regularly searched to find such cells.
Only a few entries from the queue are processed per run.
Device detection
The classification of a device as a cultivator, seed drill, roller, plow, etc. is saved directly on the device.
Names, specializations and work areas do not have to be constantly re-examined.
The list of relevant devices is only updated approximately every five seconds.
Desktop fallback runs every 500 ms instead of 350 ms.
A maximum of 24 instead of 48 work surfaces are processed per run.
Density map hooks
The search for suitable tillage functions does not continue permanently.
If three checks in a row find the same stable hook count, the search ends.
This eliminates the need to repeatedly search through the engine functions.
Mud particles with distance LOD

The particles are updated depending on the distance to the camera:

controlled vehicle and up to 50 m: full update;
50 to 120 m: approximately every 100 ms;
120 to 200 m: approximately every 250 ms;
over 200 m: Particles completely deactivated.

Physics, sinking and saved grooves still continue. Only the optical particles are reduced.

Storage
The complete terrain and groove journal is no longer written in full as XML at short intervals.
Full saving occurs during the normal LS25 saving process.
This reduces micro-stutters in large track files.

However, this also means that if the game crashes before the next regular save, the most recent grooves since the last save may be missing.

Log outputs

These messages only appear when debug mode is activated:

tire pressure changes per wheel;
increase or decrease tire pressure;
Initialization of the mud particles.

This reduces log spam and unnecessary text output.

V1.3.6.3
-Slip reduced in extreme wet conditions.

-Added all tillage equipment.

V1.3.6.2
* Complete connection to the Water-Soil API of **Realistic Water & Soil Management** added.
* Soil moisture, pore saturation, surface wetness, bearing capacity, soil type and possible sinking depth are taken directly from RWSM.
* Damp floors remain soft and at risk of traffic even after the basic game has visually dried.
* Mud, tire, track and compaction data is permanently saved and synchronized in multiplayer.
* Unified author name in all mod files to **Sherman**.

## Tire pressure and ground load

*Adjustable tire pressure system with bar and PSI display added.
* Recommended field pressure is calculated from tire width, tire size, wheel load, vehicle weight and payload.
* Tire pressure that is too high reduces the contact area and increases the ground pressure.
* Appropriate low field pressure reduces topsoil compaction and subsidence.
* High wheel and axle loads can cause deep compaction despite low tire pressure.
* Tire pressure HUD added with color evaluation of the optimal pressure range.
* Actual tire pressure and calculated ground pressure are passed to RWSM.
* High tire pressure increases topsoil compaction and shear damage.
* Root space and subsoil compaction remain more dependent on wheel and axle loads.

## Sinking and vehicle physics

* Sinking is calculated from soil moisture, load capacity, wheel load, tire width, tire pressure and slip.
* Added different values ​​for tractors, trailers and tracked vehicles.
* Loaded vehicles and full trailers sink more than empty vehicles.
* Heavy trailer wheels can create deep tracks even without traction.
* Slip digging also works when driving slowly and no longer only when completely stationary.
* Different FS25 slip values ​​are recognized and unified.
* Percentage slip information is correctly normalized.
* If the slip continues, the vehicle will progressively sink additionally.
* Visual wheel sink depth and physical terrain groove have been linked together.
* Safety limits prevent unstable 50cm drops.
* Maximum track depths have been limited separately for tractors, heavy trailers and caterpillars.
* At 0°C or below the ground is considered frozen.
* No new sinking, slipping or compaction effects occur on frozen ground.
* Existing traces remain intact in the event of frost.

## Physical lanes

* Added direct heightmap deformation for real terrain tracks.
* Terrain grooves are saved permanently and restored after loading.
* Maintained savegame compatibility with older versions from 0.35.5.
* Removed incorrect automatic cleanups and aggressive groove migrations.
* Old tracks are no longer deleted when a terrain check fails.
* Terrain writing logic returned to the stable flow of the previous version 0.36.6.
* Repeated instant checks and permanent post-corrections removed.
* Terrain cells are only rewritten if the target depth changes significantly.
* Small changes in the millimeter range are ignored.
* Terrain brush is aligned to a fixed heightmap grid.
* Brush position remains stable when stationary.
* Slip only changes the depth of the existing track and does not constantly change brush position or width.
* Terrain stamp has been reset to the actual tire contact patch.
* Terrain no longer drops significantly in front of the tire.
* Forward and reverse travel are taken into account in the contact position.
* Tire width is used directly for track width.
* Narrow tires only write the required heightmap cells.
* Adjacent terrain columns are no longer lowered due to rounding errors.
* Wide tires and tracks receive a limited, suitable contact area.
* Lateral sinking of the terrain far next to the tire has been greatly reduced.
* Very wet ground creates steeper track edges.
* The previous bowl-shaped Smooth effect has been removed.
* The track sole remains more evenly deep within the tire width.
* Transitions to the unchanged terrain have been significantly reduced in size.
* The visible edge sharpness remains dependent on the heightmap resolution of the map.

## Multiple crossings and slippage

* Multiple passes are saved per lane or terrain cell.
* The first crossing causes the most damage.
* Further passes increase compaction and depth with decreasing additional effect.
* Repeated trips through the same lane are detected.
*Axles of the same vehicle are not automatically counted as completely separate passes.
* Loaded trailers can create deeper tracks than the towing vehicle after several passes.
* Multiple passes are retained after saving and loading.* Slip deepening and pure load compression are treated separately.
* Sustained slipping gradually digs the wheel deeper.
* Terrain is only rewritten with additional slip depth after a relevant change.

## Anti-jitter improvements

* Reduced repeated changes to the physical wheel radius every frame.
* Wheel position and friction are only updated on real changes.
* Minimum interval between WheelPhysics updates added.
* Small fluctuations in the sinking depth are smoothed out.
* Minimal humidity or load changes do not trigger constant physics recalculations.
* Vehicle suspension and artificial wheel lowering no longer work against each other permanently.
* Removed repeated repair writes to the same terrain location.
* Lateral tremor due to offset brush marks significantly reduced.

## Tire moisture and mud

* Tire moisture was separated from nFK and plant available water.
* 100% nFK does not automatically result in wet tires if the surface is dry.
* Surface moisture, wetness memory, soil type and slip determine tire status.
* Tires slowly become wet on wet ground and become increasingly muddy as they slip.
* Tires remain visibly dirty after leaving a muddy field.
* Immediate full cleaning on dry ground or road was prevented.
* A residual film of mud remains.
* Dry grass can remove some loose mud.
* Wet grass will not clean tires.
* Clean asphalt, concrete and gravel slowly depending on the route and speed.
*Rain and wet roads can wash off extra mud.
* Amount of mud is stored per tire.
* Vehicles dry off again on solid surfaces and in halls.
* Vehicles do not remain permanently wet in dry halls.
* Pure wetness dries faster than mud.
* Wet and dry transitions have been significantly smoothed.
* Small fluctuations in humidity are ignored by a tolerance zone.
* Shaders no longer immediately switch between fully wet and dry.
* No textures, shaders or files were adopted from the LS19 mod “realDirtColor”.
* Only the principle of slow transitions has been reimplemented for FS25.

## Wetness and shader display

* Previous artificial black wet areas and visible floor patches removed.
* No more extra dark circles or decal borders.
* No permanent terrain texture or density map changes.
*Native FS25 wet and vehicle materials are used.
* RWSM remains the local source of moisture and mud intensity.
* Global wetness values ​​are not permanently overwritten.
* Vehicles in halls do not become artificially wet due to global soil wetness.
* Shader and display range has been significantly increased.
* Soil and wet conditions are prepared earlier at a greater distance.
* Visible build-up of the shader directly in front of the vehicle has been reduced.
* LOD and visibility ranges can be adjusted over larger areas.

## Mud particles

* Particles respond to moisture, soil type, speed and slip.
* Mud particles are increasingly formed when there is real wheel slip.
* Particle emitter has been moved closer to wheel-to-ground contact.
* Vertical speed has been reduced.
* Wet clumps of mud stay closer to the ground.
* Lifespan of high-flying particles has been shortened.
* Particles no longer fly unrealistically far over the vehicle.

## RWSM, compaction and yield

* Vehicle mass, payload, level, wheel load, axle load, tire width, tire pressure, ground pressure and slip are transmitted to RWSM.
* Wet soil increases the risk of compaction.
* Appropriate field pressure reduces damage but does not completely compensate for extreme loads.
* Slip creates additional topsoil and shear damage.
* RWSM can use compaction and track depth for roots, plant development and yield.
* API fallbacks for operation without full RWSM availability remain included.

## Performance and compatibility

* Separate update intervals introduced for terrain, wheels, shaders and particles.
* Distance controlled LOD and calculation intervals reduce system load.
* No full terrain or vehicle searches in every frame.
* Savegame data is saved compactly.
* Old savegames will continue to be used without any destructive cleanup.
* Multiplayer remains server authoritative.
* No write access to plant growth states or fruit density maps.
* Improved compatibility with RWSM, Precision Farming and standard FS25 vehicles.

V1.3.5.5
Savegame Error Fix

V1.3.5.4
Bux fixes Performance Fix, Anpassung an RWSM

V1.3.5.3
# Visual Mud Tracks – Overall changelog from v0.35.0 to v0.35.37

## Important note before the update

Before switching to the new version, all remaining lanes with the previously installed old mod version must be removed using suitable tillage equipment.

To do this, work the affected areas completely with a plow, cultivator, disc harrow, subsoiler, mulcher, roller or seed drill and then save the score.

If old physical grooves are not reset before the version change, they may remain permanently in the terrain heightmap of the save game. A later mod version may no longer be able to completely restore such depressions that have already been written directly into the terrain.

Before the update, a backup of the entire save game folder should also be created.

## Changes and new features

### Permanent and physical lanes

* Real physical terrain grooves under vehicle wheels.
* Separate calculation of the left and right wheel tracks.
* No unnecessary lowering of the center of the vehicle.
* Track width depends on tire width, tire type and vehicle type.
* Different profiles for normal tires, trailer tires and tracks.
* Multiple passes deepen existing grooves.
*Heavy vehicles create deeper tracks than light vehicles.
* Trailers, filling levels, attachments and additional weights influence the wheel load.
* Maximum groove depth limited to protect score.
* Narrower and steeper groove cross section.
* Significantly reduced lateral lowering of the track edges.
* Terrain deformation directly at the actual wheel contact.
* No delayed groove calculation behind the vehicle.
* Removed removal threshold and 250ms post-processing queue.
* Groove alignment follows the actual rolling direction of the wheel.
* Steered, mirror-mounted and differently aligned wheels are supported.
* Inclined suspension or wheel carrier nodes no longer shift the track laterally.

### Restoration through tillage

* Plows restore the original terrain elevation in the work area.
* Cultivators and disc harrows remove physical lanes.
* Subsoilers, mulchers and rollers are recognized.
* Seeders, no-till machines and planters can reset tracks.
* Reset only occurs in the area actually processed.
* Edge cells are recorded with a safety margin.
* Pending groove calculations and visual track histories are also deleted.
* Tilling hooks are automatically renewed when maps or vehicles replace functions.

### Secure savegame system

* Original terrain elevations are saved separately from active grooves.
* `visualMudTracksTerrainBackup.xml` contains immutable original elevations.
* `visualMudTracksActiveRuts.xml` contains only current tracks and their states.
* `visualMudTracksState.xml` contains version, data format and recovery status.
* The original height is saved the first time a terrain cell is accessed.
* Additional passes do not overwrite the original backup value.
* Interrupted restores will resume on next boot.
* Old groove files are recognized and adopted where possible.
* Version changes can automatically discard active groove data.
* Emergency function to reset permanently saved grooves.

### Visible and physical sinking

* Tires visibly sink on wet and less stable soils.
* Sinking occurs via the effective WheelPhysics radius.
* Tire visual, suspension and physical ground contact react together.
* No independent movement of visible wheel nodes.
* Progressive sinking without abrupt jumps.
* Even lifting on solid surfaces.
* Sinking depth depends on:

* Soil moisture
* Soil saturation
* Carrying capacity
* Wheel load
* Tire width
* Tire pressure
* Speed
* Wheel slip
* Maximum additional wheel lowering limited.
* Wide tires distribute the load better.
* Narrow and heavily loaded tires cut deeper.

### Tire pressure system

* Tire pressure can be increased and decreased while driving.
* Tire pressure is saved per wheel.
* Multiplayer synchronization of pressure values.
* Low field air pressure increases the contact area.
* High tire pressure increases cutting into soft ground.
* Tire pressure affects:

* Sinking depth
* Track width
* Slip
* Grip
* Mud resistance
* Danger of getting stuck
* Own compact tire pressure HUD.
* Displays the current pressure in bar.
* Colored rating of tire pressure.
* Removed unreliable tire pressure wheel menu.
* Direct key inputs for increasing and decreasing are retained.

### Soil moisture HUD and RWSM connection

* Custom soil moisture icon in tire pressure HUD style.* Displays the current soil moisture in percent.
* Display next to tire pressure to avoid overlap.
* Shared working drawing cycle with the tire pressure HUD.
* Fixed mission bridge between Visual Mud Tracks and RWSM.
* Soil moisture corresponds to the visible RWSM field info value.
* Using `RWSM85Agronomy.getAtPosition(x,z).surface`.
* Values ​​above 100% supported for severe waterlogging and waterlogging.
* Same soil moisture source for HUD and soil physics.
* RainStar irrigation no longer only affects the visible numerical value.

### Mud and tire contamination

* Mud quantity is saved individually for each tire.
* Pollution remains after leaving the field.
* Asphalt cleans tires faster than gravel or dirt roads.
* Cleaning depends on the route actually driven.
* Higher speed throws mud out of the tread faster.
* Rain gradually washes tires clean.
* A light film of dirt may remain visible on dry roads.
* Separate particle systems for dry soil and wet mud.
* Own renamed and allowed shape files.
* Own textures and normal map.
* Fine dry soil particles.
* Medium dry soil particles.
* Fine wet splashes.
* Medium mud particles.
* Rare heavy mud lumps.
* Particle strength depends on:

* Wheel rotation
* Slip
* Tire width
* Tire radius
* Soil moisture
* Sink factor
* Carrying capacity
* Large flat particles significantly reduced.
* Softer alpha edges and smaller ground particles.
* Shorter lifespan and more realistic gravity.
* Particles only in real contact with the ground.
* No mud particles on the road or in contact with snow.
* Direction of travel and steering angle determine the direction of throw.

### Uniform moisture physics

* Tire contamination uses the same RWSM topsoil value as the HUD.
* Wet particles react to irrigation.
* Sinking depth reacts to artificially increased soil moisture.
* Load capacity decreases with high PAW moisture.
* Tire grip is reduced on wet ground.
* Wheel slip increases with low load capacity.
* Track depth increases when there is heavy waterlogging.
* PAW values ​​above approximately 82% increase the sludge content.
* From around 88% the sinking factor increases progressively.
* Values ​​above 100% are treated as severe waterlogging.
* Faster updating of RWSM soil values.

### Stuck physics

* Progressive stall logic on soft ground.
*Continuous slippage leads to further burrowing.
* Resistance increases depending on time.
* High wheel load accelerates getting stuck.
* Low speed with high engine load aggravates the condition.
* Working resistance of plows is taken into account.
* Cultivators, disc harrows and subsoilers are rated differently.
* Seeders, power harrows and rollers generate their own tractive power requirements.
* Working width and working depth influence the resistance.
* Engine utilization and engine speed are taken into account.
* Tensile load and equipment condition affect digging.
* Driven wheels dig in further if there is sustained slippage.
* Driving resistance can increase to an almost complete standstill.
* Lifting a work tool immediately reduces resistance.
* Uncoupling removes the additional pulling load.
* Reversing reduces digging condition.
* Liberation possible along your own track.
*Tire pressure affects the likelihood of getting stuck.

### Soil compaction and soil structure

* Topsoil compaction due to wheel load.
* Underbody compaction on heavy machines.
* Compaction depends on soil moisture and bearing capacity.
* Multiple passes increase compaction.
* Cornering and slipping increase the load.
* Rollers create targeted reconsolidation.
* Plow, cultivator, disc harrow and subsoiler work differently.
* Deep loosening depending on suitable soil moisture.
* Plow sole for frequent plowing.
* Slow biological recovery through plant roots.
* Soil structure and compaction status visible in the field info.

### Fruit destruction

* Native LS25 function `destroyFruitArea()` is used.
* Plant damage occurs directly in the tire area.
* Damage depends on:

* Wheel load
* Moisture
* Slip
* Steering angle
* Growth stage
* Repeat trips
* Root health
* Soil structure
* Young plants react more sensitively.
* Normal tires remove plants after four passes over the same cell at the latest.
* Detected care tires remove plants after six passes at the latest.
* Safe complete destruction with a sufficiently high damage score.
* Minimum damage threshold reduced.
* Repeat trips weighted more heavily.
* Plant destruction works even with unreliable fruit ID query.
* On empty ground, the native destroy call has no visible effect.
* Mowed grass and certain operations are protected.
* AI helpers and game setting can be taken into account.### Root Health

* Own root health value per soil cell.
* Root damage

V1.0.3.1
Changes since version 0.25

Since version 0.25 the mod has been significantly expanded:

complete tire pressure integration
Vehicle weight and load calculation
Axle load and attachment evaluation
permanent real terrain grooves
full multiplayer synchronization
own top and bottom model
Compaction hardness and target areas
Plant and root system
Root health
Structural damage
Multiple crossings
Slipping, cornering and maneuvering damage
Roller reconsolidation
different effects of all important tillage implements
Plow sole formation
biological recovery
Fruit damage within the wheel track
particular sensitivity of young plants
Care tire rules
AI Helper Exam
Vehicle and device locks
extended field info
public soil and irrigation API
Dedicated server and performance optimizations

Credits

Sherman200