| Beschreibung |
Real Fuel Consumption makes vehicle fuel usage more realistic and challenging — now with selectable Engine Modes and a full multi-language UI.
Unlike simple multiplier mods, this mod uses a DYNAMIC system that reads the actual vehicle state in real-time:
FUEL CONSUMPTION SYSTEM:
• Base multiplier applied to all vehicles (configurable 1.0x to 3.0x, default 1.5x)
• Load bonus: extra consumption when the engine is under real load (towing, climbing, harvesting)
• Work type bonus: different bonuses per active operation, scaled by how hard the implement is actually working
- Plowing / Cultivating: up to +40% (highest engine load)
- Harvesting: up to +35% (threshing drum load)
- Mowing / Tedding: up to +20%
- Spraying / Fertilizing / Spreading: up to +15%
- Transport (empty road): no bonus
• RPM integration: higher RPM = more consumption
• Also affects AdBlue / DEF consumption on modern engines
• Verified against the vehicle's real fuel tank — the numbers shown match what actually drains
NEW — ENGINE MODES (Eco / Standard / Power):
Press J to cycle through three engine behaviors modeled on real tractor ECU logic:
• ECO — smoother, "lazy" throttle response; engine stays near its efficient peak-torque RPM band instead of chasing the redline; noticeably less pull under heavy load. Always burns less fuel than Standard, with the biggest savings when the engine isn't maxed out.
• STANDARD — stock, unmodified engine behavior. The baseline for every comparison.
• POWER — aggressive, immediate throttle response; more torque and a higher rev ceiling; the engine fights to hold its RPM under heavy load so a big plough or a direct-drive seeder won't stall on tough ground. Burns more fuel in exchange.
A small icon (leaf/gauge/lightning bolt) with a 3-letter label (ECO/STD/PWR) shows the active mode right next to your speedometer, integrated into the game's own HUD — fully optional, toggle it off anytime.
CLEAN, OPTIONAL ON-SCREEN HUD:
• Small "Diesel: X.X l/h" readout of real-time consumption — toggle on/off independently
• Engine mode indicator — toggle on/off independently
• Both respect your choice, no forced HUD clutter, no conflicts with other consumption-display mods
SETTINGS (ESC > General Settings — no console needed):
• Base Multiplier — global factor for all vehicles
• Load Sensitivity — how much engine load affects consumption
• Work Type Bonus — whether active field work increases consumption
• RPM Sensitivity — whether higher RPM increases consumption
• Engine Modes — enable/disable the Eco/Standard/Power system
• Startup Notification — show/hide the load message
• Fuel Consumption HUD — show/hide the l/h readout
• Engine Mode HUD — show/hide the mode circle
• Multiplayer compatible, mode selection synced across all clients
• Engine mode is now saved per vehicle across save/reload
• Saves configuration per savegame
• Now available in English, Spanish, German and French
Designed for realistic simulation play. Compatible with all vehicle mods.
Changelog 1.4.0.0:
- Fixed: turning engine modes off left the vehicle down on power for good.
- Fixed: the mode key kept working after the feature was turned off.
- Dashboard telltales unified with the other GN Realism mods.
- Fixed the mode text colour.
- The icon position can be adjusted and is saved.
Changelog 1.3.1.0:
- Fixed: the l/h readout kept showing the last driving value while the engine was off (the game never resets it). It now shows 0.0 l/h whenever the engine is not running.
- New: fuel report (Ctrl+J inside a vehicle): liters, engine hours, average l/h, ECO/STANDARD/POWER share and estimated cost for that vehicle (session and total) plus the farm total. Counted on the server, saved per vehicle, dedicated-server ready. |