Hyper Realistic Maintenance 2 V1.1.1.0 FS25

FS25 Other

Hyper Realistic Maintenance 2 V1.1.1.0 FS25


The mods I added as required are not actually required; they can simply be used together if you wish, without compatibility issues.
Two photos have been added with mods tested on a multiplayer server.
Your engine wears out. Your oil gets dirty. Your turbo fails if you never maintain it. This is what “realistic maintenance” should have meant from the beginning.
Hyper Realistic Maintenance 2 adds deep, continuous mechanical simulation to all motorized vehicles in your saved game — tractors, trucks, harvesters and cars with real gameplay consequences, not just cosmetic numbers.

What is simulated
Engine: 5 independent components (cylinder, piston, bearings, crankshaft, valves) that influence one another — cylinder wear increases blow-by, which contaminates the oil and accelerates further wear
Thermal: coolant temperature increases under load and the engine overheats if the radiator is degraded
Fluids: oil level/contamination and coolant level, both checkable and requiring maintenance
Transmission: clutch, gearbox, turbocharger and battery/starter motor wear over time
Failures: probabilistic failures that increase sharply above approximately 35% wear in the relevant component — critical overheating above 118 °C is guaranteed and does not depend on luck
Vehicle-specific behavior: tractors, trucks, harvesters and cars wear at different, realistic rates

Real effects, not cosmetic ones
Actual power loss reduces the engine’s effectively available torque, and you will feel it in the field
Actual no-start conditions a dead battery or worn starter motor can really prevent the engine from turning over, with a warning displayed on screen
Harvesters suffer a real loss of threshing efficiency as engine condition deteriorates

Scheduled maintenance, just like in real life
10 maintenance items (engine oil, filters, hydraulic/transmission oil, coolant, grease, belts and more), each with its own interval and a real cost for the farm automatically adjusted to the vehicle’s actual power. If you neglect maintenance for too long, wear accelerates by up to +120%.

A 3-page vehicle HUD  overview, detailed engine diagnostics and maintenance status  with an adjustable position in the game Settings menu. The game’s own repair screens (shop, farm workshop, mobile workshop) now also perform a complete HRM2 service.

Compatibility
Works completely independently. If you also install the 4×4 Traction System mod, the two mods detect each other automatically  their HUDs do not overlap, and driving with 4WD/differential lock adds an extra, realistic touch of strain to the transmission. Neither mod requires the other.

For now, single-player only; the status is not yet saved in the savegame (see the README for an honest list of the current limitations).

V1.1.1.0
Multiplayer compatibility warning

This mod’s multiplayer support has been significantly improved in this update, but it is not yet fully validated in MP. Most actions (services, detailed inspection, state sync on entering a vehicle) now go through proper network events and have been tested on a real dedicated server but at least two known path still needs fixing (the emergency jump-start), the maintenance bug where server do not sent all information to client side if tou start a maintenance and leave the server, do not leave server if you have any vehicle under maintenance and other edge cases may still exist. Use on a server with that in mind, and please report any issue you find, ideally with a log.

Fixes in 1.1.1.0
Critical game freeze on save (fixed): Fixed the bug present in 1.1.0.0 where saving the game while a vehicle’s maintenance/repair was in progress could leave that vehicle permanently stuck engine refusing to start, with no way to recover short of reloading. Root cause: the code responsible for lifting the “immobilized” state after a repair finished only ran on the client, never on the authoritative side in multiplayer (or after certain save/reload sequences), so the lock was never cleared.

Critical maintenance progress lost on save/reload (fixed): Maintenance progress (service intervals, engine/drivetrain wear, active failures, and in-progress repairs) now correctly survives saving and reloading the game. Previously this data only lived in memory and was lost on every reload vehicles would appear freshly re-aged and any in-progress repair would silently vanish. Fixed by moving persistence to a dedicated save file, identifying each vehicle by its stable unique ID rather than its in-memory object.

Maintenance hours not accumulating correctly (fixed): Service-interval hours now use their own internal counter, correctly scaled to the game’s time-acceleration setting (x1, x60, x360…), instead of only counting real-world seconds. This also fixes hours appearing stuck or barely moving during accelerated play.

Native odometer bridge (added): The vehicle’s native operating-hours field can now also be kept in sync with the game’s time scale directly by this mod, for consistency even without a separate time-scale mod installed. Automatically steps aside if such a mod is already active, to avoid double-counting.

Multiplayer actions only applying on the requesting client (fixed): Simple service, periodic maintenance, full overhaul, and the detailed technical inspection now correctly apply on the server (money, component state, immobilization) instead of silently only affecting the client who triggered them the most common cause of “I paid but nothing happened” and vehicles getting stuck in multiplayer.

Multiplayer state not refreshing after reconnecting (added): A vehicle’s full maintenance state (hours, wear, active failures, remaining repair time) is now requested from the server automatically the moment a player starts controlling it, keeping the on-screen display and engine-start behavior consistent even after reconnecting to the server.

Stability fixes: Fixed a crash in the new state-sync system that could occur when the server sent a vehicle’s state to a connecting client. Fixed a console command (hrm2MaintStatus) that referenced a non-existent field and always errored when used.

Required mods:
Def MOD Pack
Variable Tire Pressure

Credits:
zasty chalk







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