





FS25 Water in deep wheel tracks V1.2.5.0
Water is dynamically added to deep tire tracks in fields affected by excess water. The terrain shape, soil moisture, rain, snowmelt and frost conditions determine how those tracks fill.
Features
- Below the field, a groundwater level follows the terrain, slopes included.
- Whenever the ground is lower, water becomes visible, including inside tractor tracks.
- Each rut acts as a small basin, filling until the water reaches its edges.
- When soil moisture reaches 10%, local ground conditions determine the rising water level.
- Additional water level increases are caused by rain and snowmelt.
- Frost causes the water level to freeze solid.
- With “Realistic Water & Soil Management” (RWSM) installed, local soil moisture data from that mod is used.
- The native
ShallowWaterSimulationallows water to respond to wheels and the in-game character. - Savegame: The current state is saved in your savegame.
- Multiplayer: Supported.
- Visuals only: Every client calculates the water effects locally.
- All vehicles included: Tire tracks are included in the calculations, no matter which vehicle made them.
- This mod is BETA 0.9.1.5 and requires testing on different maps and under different soil conditions.
- For feedback, the most useful submission is a screenshot along with the
log.txtfile.
Debug & Test Console
For testing and troubleshooting, the following console commands are available:
witDebugwitFillwitMarginwitShaderwitFlipwitClearwitProbewitRwsmDump
Changelog
- V1.2.5.0
- modDesc was updated to descVersion 116, the current GIANTS standard, with TestRunner 0.9.24.
- V1.2.1.0
- The log error has been fixed. I forgot the test runner yesterday evening, but it is clean again now. SORRY.
- V1.2.0.0
- New name: RutFlow – Dynamic water in field tracks, in every game language
- An edge guard now prevents stair-step jaggies and flickering that depends on the viewing angle.
- Only the area behind the tire is measured, providing the same quality at every speed.
- Water is displaced by the tire only where the tire touches it, moving to the sides and forming a bow wave at the front. The track then fills again, with rain, snowmelt and soil moisture speeding up this process.
- Fading out in front of the vehicle no longer occurs.
- The track water visibility distance has been tripled to 750 m, and the water quality no longer switches.
- A bug disabling foam and RWSM soil moisture was fixed, and the Flood Mod is now detected reliably.
- Waves no longer switch when approaching, and the reflection is like in a rice field.
- Floodwater and external water now cover the track cleanly, while moisture from the Flood Mod is also supported.
- Savegames and settings from the previous version are transferred.






