FS25 Water in deep wheel tracks V1.2.0.0

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FS 25 Other

FS25 Water in deep wheel tracks V1.2.0.0

Waterlogged fields can now develop dynamic water in their deep wheel tracks. The water follows the terrain and responds to soil moisture, rain, snowmelt, frost, wheels, and the in-game character.

Features

  • Vehicle-made deep tracks, including tracks from a 900 HP tractor, visibly collect water.
  • Groundwater follows the terrain and its slopes. It appears wherever the ground is lower, including tractor tracks.
  • Each track fills as a small basin until the water reaches the rut edges.
  • Water does not appear as blocky puddles or floating sheets.
  • When soil moisture reaches 10%, local ground conditions determine the rising water level.
  • Rain and snowmelt raise the water level further.
  • Frost freezes the water level solid.
  • If “Realistic Water & Soil Management” (RWSM) is installed, local soil moisture data from it is used, so water accumulation responds to the existing ground conditions.
  • The native ShallowWaterSimulation makes the water react to wheels and the in-game character.
  • The character follows the environment naturally and steps into the rut.
  • The current condition is saved in the savegame.
  • Multiplayer support is included.
  • Each client calculates its water effects locally.
  • Calculations include tire tracks, no matter which vehicle made them.

Beta testing

Development is still ongoing, so testing on different maps and soil conditions is needed. Please report unusual water behavior, visual glitches, and other oddities with a screenshot and the log.txt file.

Debug and test console

These console commands are provided for testing and troubleshooting:

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

Changelog

  • V1.2.0.0
    New name: RutFlow – Dynamic water in field tracks, in every game language
  • V1.2.0.0
    Added an edge guard against stair-step jaggies and flickering that depends on the viewing angle
  • V1.2.0.0
    The track is measured only behind the tire, keeping the same quality at every speed
  • V1.2.0.0
    The tire displaces water only where it touches it, pushing it to the sides and creating a bow wave at the front. The track then fills again. Rain, snowmelt and soil moisture make this happen faster
  • V1.2.0.0
    Fading out in front of the vehicle has been removed
  • V1.2.0.0
    The track water visibility distance is now three times longer, 750 m. Water quality no longer switches
  • V1.2.0.0
    Fixed the bug that disabled foam and RWSM soil moisture. The Flood Mod is now detected reliably
  • V1.2.0.0
    Approaching no longer switches the waves. The reflection is like in a rice field
  • V1.2.0.0
    Floodwater and external water now cover the track cleanly. Moisture from the Flood Mod is supported as well
  • V1.2.0.0
    Savegames and settings from the previous version are carried over

Author: MrHunter0815
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