





FS25 Real Physics Tire Wear V1.2.2.67
This mod adds a standalone, detailed wear system for tires, rubber tracks, and steel tracks to Farming Simulator 25. Wear is tracked and saved individually for every vehicle and every wheel or track unit, independently of the standard GIANTS vehicle wear system.
Tires and track systems wear based on the actual distance traveled, slippage, driving style, terrain, weather conditions, the weight being moved, and dynamic load distribution across the wheels or tracks.
Features
- The system applies to all vehicles owned by your farm, whether purchased, rented, or leased.
- AI traffic vehicles, vehicles from other farms, and machinery “rented” specifically for a mission are not tracked.
- The visual appearance of wheels, rubber tracks, and steel tracks reflects the current level of wear.
- Standard wheeled vehicles and machines equipped with rubber tracks or steel tracks are supported.
- Trailers and implements with their own wheels are included and tracked.
- For rubber and steel track systems, the wear calculation accounts for road wheels based on their actual design, displaying them separately via a combined icon.
- Most in-game vehicles and many mods have been tested. Compatibility is well over 90%, although 100% compatibility is not guaranteed.
- There may be isolated cases where tracking is not yet possible, such as with two-wheelers, three-wheelers, or specialized machinery mods. Work on compatibility is ongoing.
- For specific mods, the mod files themselves are required, including
i3dfiles, UV masks,i3dmappings/shapes, and vehicle XMLs, to determine whether implementation is feasible. - As wear increases, heavily worn tires lose traction, affecting handling. This introduces a shift in inertia or a lag that causes the vehicle to slide while accelerating, braking, or turning.
- Tires, suspension components, and track rollers can be replaced at the workshop. Costs factor in the vehicle type, the number and size of tires or track components, and a small multiplier based on the selected reference mileage.
- The desired reference lifespan can be adjusted in the settings.
- Wear calculations are supported for AI-controlled vehicles using Courseplay, AutoDrive, or the built-in Giants AI.
- An electronic immobilizer locks the vehicle until the startup phase and system initialization are complete, preventing external input during that time.
- The immobilizer is necessary because Courseplay and AutoDrive bypass the standard startup sequence intended by Giants, which could otherwise lead to glitches or unintended issues.
- The immobilizer functions as a “Parking Brake 2.0”. Once the vehicle is ready to go, it disengages and everything operates as usual.
- The mod introduces three penalties. The first is a loss of traction in tires and suspension components, which worsens as wear increases.
- You can still drive the vehicle to the workshop, although with certain limitations and, depending on the situation, without a trailer.
- In AI mode, cruise control is throttled down to as low as 20 km/h, depending on the level of wear, to ensure the vehicle and its path can still be controlled.
- At normal speeds, the AD system is no longer able to compensate for tire slippage and loss of traction.
- When driving manually, there is no speed restriction, although the corresponding handling limitations still apply.
- Tracked vehicles with rubber tracks or metal tracks receive a maximum speed penalty based on the wear of the inner road wheels.
- Depending on the wear of the inner road wheels, the maximum speed can be reduced by up to 50%. Once the road wheels have been replaced, the penalty is removed.
- The Real Mud Physics mod is supported.
- Various adjustments have been made for the Mud Physics mod.
Specifications
- Reference lifespan options for smaller or classic 2×2 maps: 350, 500, and 750 km.
- Reference lifespan options for larger 4×4 maps and longer periods of operation: 1000, 1500, and 2000 km.
- A 1000 km setting does not guarantee that the tire or suspension will last exactly that long. The reference value serves as the basis for calculating wear.
- Components may last less time or potentially longer depending on driving style, the nature of the work, and the load.
Changelog
1.2.2.67
- update for mod update mud physics
1.2.265
- small fix for “saving”
1.2.2.64
- Optimizations to the calculations following the long-term test, selector in the settings to switch on/off
Version 1.2.2.51
- I have made a few optimizations to the performance and code
- so the mod runs a little leaner and faster…, no functional changes
V1.2.2.5
- The Real Mud Physics mod is now supported
- various adjustments for the Mud Physics mod







