FS25 More Realistic V20261025

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FS25 More Realistic V20261025

MoreRealistic is an extensive game modification designed to make the game more enjoyable, with particular attention given to driving. Its aim is to create a farming simulator that is truly focused on the driving experience.

The modification adjusts vehicle physics, transmissions, engine behavior, harvesting and working speeds, tire forces, mass, gravity and other systems, resulting in a more realistic experience.

MoreRealistic history

IRL, I drove my first tractor when I was 7 years old, using only the steering wheel, a Ford 7000 and an IH745.
I am a software engineer as well, although that is not all I do.
I found and played LS2009 shortly before Farming Simulator 2011 came out.
My modding began with FS2011 because the game physics was far too bad, with tractors unrealistically flying, more weight on the wheels producing more power, no rolling resistance, and so on.
That led me to create MR11. I wanted the best driving experience possible from the vanilla game and needed to fix many bugs, including the farm bales elevator. After FS2011 with MR felt good to me, I released MR11.
The timing was somewhat late, since Farming Simulator 2013 was also released, and creating MR11 had taken “ages”, thousands hours.
After that I worked on MR13, because vanilla FS2013 felt so poor compared with MR11. Once again, preparing the “MR engine” required a lot of time. I then had to convert every piece of equipment to “MR”, along with the vehicles from the expansion.
This project consumed another couple of thousand hours.
By the end, this mod had taken all of my free time, leaving me without enough time to enjoy the game with it.
FS15 then arrived. I tried it, but it was still not good, and I could not feel that I was driving a tractor. I looked into what modding could do, but I could not achieve anything good, not even proper gravity, so there was no MR15.
FS17 felt the same when it was released. As usual, playing with those “playmobil” tractors did not feel right. I managed to create MR17 and spent a great deal of time converting vehicles. There were even more vehicles by then, so I probably spent more time on this version than any other, more than 3000 hours ?
Ultimately, every bit of my free time went into the mod, while I had no time left to play the game with it.
When FS19 was released, I had a new job and no time to play, with more than full-time work, 3000 hours per year. Therefore, there was no MR.
FS22 was the same: the same job and still no time for FS or MR.

Why MR25?

I purchased the game just before its release and managed to play for almost one hour before I started trying to mod it. The driving experience was too poor:

  • Set manual direction change to “ON” and cultivate a field with the base MT635. It is unplayable. Whenever you shift into reverse, R1 is selected, so you crawl along and must shift through every gear to reach a reasonable reverse speed. That becomes unbearable very quickly.
  • IRL, the John Deere 3650 is one of “my” tractors, and I drove it for a couple hundred hours. Its gearbox is “badly” configured in the game. The hi-lo lever points in the wrong direction, making it feel like a powershift tractor. The gear ratio differences are also nothing like IRL, so it did not feel like driving a 3650.
  • The MF 8570 harvests at 10kph regardless of yield, crop or incline.
  • I bought a Fendt with a vario transmission. In 2 words, the driving experience was “disgusting”: flat and dull.
  • That was already more than I could accept. The word “simulator” had been lost.

Features

  • Rolling resistance is included, despite not being present in the base game engine, even though it is really, really, really important IRL for farming vehicles. Air resistance is included too, although it matters less.
  • Tire forces are improved. For example, you can no longer pull more than your own weight.
  • Earth gravity is used, unlike base game FS2011 and 2013.
  • Mass is handled IRL, including realistic fillType density, no mass limit and an improved center of mass.
  • Harvesting and working speeds are more realistic. They remain a little “easy” compared with IRL, but now you will want the high horse power shiny tractor or the bigger combine.
  • Engines use a proper torque curve. Compare the John Deere 3650 and Landini REX4 120, with and without MR, while working on a hilly field.
  • Transmission management is new. The MR game engine uses its own function, including automatic shifting, for a much more realistic experience. Try to reach 0-40kph with the MT635, with or without MR and automatic shifting ON. Hydrostatic transmission is supported. Drive the Massey Ferguson 8570 on the road for 30 seconds without MR and then with MR. If you enjoy driving by yourself, returning to the base game feeling is difficult.
  • There is no automatic brake when travelling downhill faster than the vehicle’s maximum speed. Let us hope AI can brake now.
  • MR Combines consider “liters per second” and crops. A lower yield gives a faster combine speed, and harvesting less than 100% of the header width also increases speed.
  • MR Combines are restricted by header max cut speed, combine threshing capacity and engine power. Chopping straw requires more power, which can reduce speed when the combine is underpowered for the current crop.
  • The center of mass changes according to the fill level.
  • Tires now have a major effect in game. For example, try crossing a wet field with a full trailer equipped with narrow road tires.

What should you not expect from MoreRealistic?

  • Do not expect every piece of equipment in the game, the expansion and the official mods to be overridden. Completing that in an acceptable time would require more than 24 hours a day from me.

Fun facts

  • I first purchased the game on Steam. Later, I had to purchase it directly from Giants because modding is not welcome on the Steam version of the game, which has no lua game source.
  • Every MoreRealistic project begins from scratch. I do not copy code from the previous game.
  • Removing certain unwanted vanilla features can take me dozens of hours, hundred ?, although Giants could remove them in minutes, such as the FS2011 “damping” value.
  • Every piece of equipment I inspect seems to be “wrong”, so maybe I look too much ?
    • APE50 is not CVT driven IRL. It uses a manual gearbox like a motorbike, with a shifting lever that rotates the whole left handle. It also has a reverser lever.
    • IRL, Aprilia 125 is not 100Hp at all, especially with the current 4 strokes engine.
    • Landini REX4 is not a GT version. The in-game model is an F version.
    • Amazone Spreader is not a 3200 model. It is the 2600 version, and its width is not the same at all.
    • GreatPlains 1500 has the wrong optional attachment. It is the small seeds attachment unit, not a fertilizer unit.
    • Challenger MT635/645 and MT655/665 use different engines: sisu 7.4L and 8.4L. Their transmissions also differ, funk 18/6 and 18/9, so their weight is different as well.
  • In the base game, more than 90% of vehicles use the same engine, the same torque curve and only a factor to derate power. You cannot feel the difference between an 8.4L valmet engine and a 3.6L deutz engine. That is not the experience wanted from a driving simulator, particularly when using manual gears.
  • MR25 has been stopped a few times, and nearly aborted, because I could not make the base game engine “bend” as I wanted.
  • With the base game engine, attaching Giants studio to debug while “vehicleDebug” is active causes the game engine to consume your memory, RAM. The MR engine fixes this.
  • MR is best suited to “hardcore” players who play the vanilla game and do not spend time looking for mods, the players who would otherwise never know that MR exists.

Changelog

20260329

  • New woodcrusher code: sliding during work should now be limited or avoided. The system now relies only on the “joint” between the wood logs and the crusher, without additional forces and frictionVelocity.
  • Converted Lemken Solitair 12 seeder added.
  • Fixed the speed text display problem when 2 “dashboards” use the same node, for example the John Deere 8R pillar speed display.
  • Converted Geringhoff sunlite 40 header added.
  • v1.17 of the game.
  • Fixed the broken detection of already loosened soil.

Author: quadural
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