FS25 Water in deep wheel tracks V1.2.5.2

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FS 25 Other

FS25 Water in deep wheel tracks V1.2.5.2

In waterlogged fields, this mod creates dynamic water inside deep wheel tracks. The water follows the terrain and responds to soil moisture, rain, snowmelt, frost, wheels, and the in-game character. A 900 HP tractor is able to produce deep tracks that visibly collect water.

Features

  • The terrain shape, including slopes, determines the groundwater level beneath the field.
  • Whenever the ground is lower, for example in tractor tracks, water becomes visible.
  • Each track fills as a small basin until the water reaches the rut’s edges.
  • At 10% soil moisture, local ground conditions determine how the water level rises.
  • Additional increases in water levels are caused by rain and snowmelt.
  • Frost turns the water level into solid ice.
  • When “Realistic Water & Soil Management” (RWSM) is installed, the mod takes its local soil moisture data and lets water accumulation react to the existing ground conditions.
  • Wheel and in-game character reactions are provided by the native ShallowWaterSimulation.
  • The character follows the environment naturally and steps down into the rut.
  • The current condition is saved in the savegame.
  • Multiplayer support is included.
  • Each client calculates its own water effects locally.
  • Tire tracks are included in the calculations, no matter which vehicle made them.

Beta testing

BETA 0.9.1.5: Development is still ongoing, so the mod needs testing on different maps and under different soil conditions.

If water behaves unusually, visual glitches appear, or other oddities occur, the most useful feedback consists of a screenshot and the log.txt file.

Debug and test console

For testing and troubleshooting, these console commands are available:

witDebug, witFill, witMargin, witShader, witFlip, witClear, witProbe, witRwsmDump

Changelog

  • V1.2.5.2
    When water seeps away, fills up, or is pushed aside, corners no longer appear. Inside a 100 m radius, RutFlow now displays the water as a separate surface, with its edge calculated from the surveyed and smoothed track bed rather than the grid used for track deformation. When the water level falls, the water continuously moves back toward the track’s lowest line, as it does when floodwater is pumped out.
    The tire pushes water away, after which the gap closes continuously. The rate is determined by rain, snowmelt, and soil moisture.
    Bow waves appear only in water that is at least 3 cm deep.
  • V1.2.5.1
    Fixed: Driving through water stopped the script at line 2233 because the bow wave height had no value. Consequently, the bow wave, waves, and foam were absent.
    As a result, some players could no longer control vehicles in fields. This has been fixed.
    Player character camera: all game parameters continue to be passed on unchanged.
  • V1.2.5.0
    modDesc was updated to descVersion 116, the current GIANTS standard, TestRunner 0.9.24.

Author: MrHunter0815
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