Mod

NomReal Fuel Consumption
Version1.4.0.0
AuteurNegroATR
Nom du fichierFS25_RealFuelConsumption.zip
Taille0,13 Mo
ActifOui
CarteNon
Description 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.