Water in deep wheel tracks V1.2.0.0 FS25

FS25 Other

Water in deep wheel tracks V1.2.0.0 FS25


Finally, wet tracks instead of dry physics!
Heads up: This mod contains water. Wet feet aren’t a bug—they’re a feature!
Does your 900 HP tractor leave deep ruts behind? Now they’ll actually look the part! With this mod, deep tracks in waterlogged fields visibly fill with water—dynamically and terrain-adaptively, without any artificial-looking, angular puddles.
Almost like a rice paddy—except you can still grow corn, wheat, or whatever else you like.

HOW IT WORKS
A groundwater level that follows the terrain
Beneath the field lies a seamless groundwater level that conforms to the shape of the terrain—even on slopes. The water becomes visible wherever the ground dips lower, such as in your tractor tracks. These tracks fill up like small basins until the water reaches the edges of the rut. No blocky puddles, and no floating sheets of water!

Soil moisture, rain, and snowmelt
Once soil moisture hits 10%, the water level rises based on local ground conditions.
Rain and snowmelt contribute to further increases in water levels.
During frost, the water level freezes solid.
Integration with RWSM
If “Realistic Water & Soil Management” (RWSM) is installed, the mod utilizes its local soil moisture data, allowing water accumulation to respond to existing ground conditions.

Water that reacts to you
The native “ShallowWaterSimulation” ensures that the water reacts to wheels and your in-game character. Your character will also move in harmony with the environment: instead of hovering magically above the surface, they’ll step right into the rut—wet boots included!

SAVEGAMES & MULTIPLAYER
Savegame: The current state is stored within your savegame.
Multiplayer: Supported.
Visuals only: Water effects are calculated locally on each client.
All vehicles included: Calculations account for tire tracks, regardless of which vehicle created them.

BETA 0.9.1.5 – YOUR FIELD, YOUR TESTING GROUND
The mod is still in development and needs to be tested across various maps and soil conditions. That’s why it’s in BETA—you’re officially invited to help with the testing!

Notice any unusual water behavior, visual glitches, or other oddities? Please let me know! Providing a screenshot along with your `log.txt` file is the most helpful way to share your feedback.
The better the feedback, the more effectively we can track down bugs and further refine the water effects.

DEBUG & TEST CONSOLE
The following console commands are available for testing and troubleshooting:
witDebug · witFill · witMargin · witShader · witFlip · witClear · witProbe · witRwsmDump
Happy testing—and remember: not every deep tire track is a bug. Some are just… thirsty!

V1.2.0.0
– New name: RutFlow Dynamic water in field tracks, in every game language
– Edge guard against stair-step jaggies and viewing-angle-dependent flickering
– The track is measured only behind the tire: the same quality at every speed
– The tire displaces water only where it touches it (to the sides and a bow wave at the front), then the track fills up again rain, snowmelt and soil moisture speed this up
– No more fading out in front of the vehicle
– The visibility distance of the track water has been tripled (750 m); water quality no longer switches
– Fixed a bug that disabled foam and RWSM soil moisture; the Flood Mod is now detected reliably
– Waves no longer switch when approaching; the reflection is like in a rice field
– Floodwater and external water cleanly cover the track; moisture from the Flood Mod is also supported
– Savegames and settings from the previous version are carried over

Credits:
MrHunter0815







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