TTD — Tractor Terrain Dynamics
Equipment physics, not a dirt mod. No settings required — everything works automatically.
What is it?
TTD changes equipment behavior depending on the weather, soil type, moisture, tire wear and tire pressure.
The ground is not a target, it is a condition. The tractor is the main character. A wet field means less grip. Plowed soil means more resistance. Asphalt means everything is easy. Just like in real life.
What you get:
- Weather affects your work: rain — the field becomes softer, dry weather — everything is stable
- Soil-type physics: 17 types, from asphalt to plowed fields.
- Equipment feels different: tracks, dual tires, wide tires — everything matters.
- The transmission works realistically: it holds gears under load
- The HUD displays moisture, grip and resistance
- Multiplayer: synchronization is handled in the code
Important to understand:
TTD does not add wheel slip "on demand." Wheel slip is the result of conditions: a wet field, tire wear (if UYT is installed), a sudden start or excessive speed. If the tractor is new, the tires are new and the weather is dry, you will not notice a difference. TTD simply makes the physics fair and predictable.
What TTD does NOT do:
- No visual dirt
- It does not only slow you down
- No random penalties
Compatibility:
- UseYourTyres — tire wear affects road grip.
- More Realistic — for maximum hardcore enjoyment
Everything that happens is the result of your decisions, the weather and the ground.
The mod archive includes a complete guide describing the physics and containing the author's contact details.
TTD v3.6 BETA - Natural Surface Support
This is a BETA version for testing. If you just want to play, download the stable version from ModHub or KingMods - select version 3.5.
What's new in this beta:
TTD now works on natural surfaces outside fields (grass, gravel, dirt roads, forest ground)
Reduced grip and increased rolling resistance on these surfaces
Wet conditions affect traction
Asphalt and concrete remain unchanged
What we need from testers:
Test on different surfaces: grass, gravel, dirt roads, forest paths
Test in dry and wet weather
Test with and without UseYourTyres (UYT)
Test with loaded trailers or heavy equipment
Please leave feedback in the comments:
Which surface were you on?
Was it dry or wet?
Was the slip too strong, too weak, or just right?
Did you have UYT installed?
Known issue:
With UYT and heavily worn tires (50%+), slip may be excessive. We need your feedback on this.
Your feedback will help us improve the mod. Thanks for testing!
Fixed:
Difficulty now saves correctly (was broken in 1.0.3.4 - my fault, I missed it during testing)
HUD position now stays within screen bounds at any UI scale
Removed UYT dependency — all mods (UYT, Tire Pressure, More Realistic, Moisture System, etc.) are now optional
Big thanks to all players who helped test TTD, and special thanks to:
- Sinterra
- FirenzeIT - Italian translation
- Tontzu
- ticho
Thank you so much for your help!
What's new:
-Difficulty picker (Easy/Medium/Hard) right in the game settings menu
-Difficulty sticks to your save and syncs in multiplayer - no more random resets
-Public API for other mods (getSharedData, registerIntegration)
-Wheels dig in properly under load with speed-aware sinking
Improvements:
-HUD actually scales now - looks the same on 1080p, 2K, 4K, whatever
-TTD keys show up in the Controls menu so you can rebind them
Bug fixes:
-HUD position saves and restores correctly
-Wheel radius recovery on multiplayer servers
-hitchLiftFactor syncs when clients connect
-Physics cleanup when resetting/deleting vehicles
Other:
Manual — HTML, 3 languages EN/DE/RU https://drive.google.com/file/d/1wxbQOC8sOlJvhRgshQd2EFaD00tbQ9LL/view?usp=drive_link
FS25_useYourTyres listed as dependency
Updated screenshots with HUD icon guide
Moisture:
Global moisture is map-wide, saved separately
Wetting/drying rates vary by ground type
Plowed soil dries slowly, asphalt dries fast
Two-point hitch:
Drawbar raises/lowers in sync with wheel sink
Potholes:
Generated when driving onto a field
Depth depends on terrain (low spots = deeper)
Grow faster on wet ground
Optimization:
Idle vehicles no longer calculated
50+ vehicles = 50 FPS
Saving:
Global moisture saved separately from vehicles
Old saves are compatible
Compatibility:
Removed Variable Tire Pressure - was conflicting with TTD
Removed duplicate configs
TTD v3.1 - What's New
Realistic differential. Your tractor now pulls to one side when one wheel is on soft ground and the other on hard ground. Just like real life - the machine doesn't just spin dumbly, it behaves differently depending on what's under each wheel.
Smarter implement hydraulics. Some implements (Horsch, Maestro) used to lift the tractor when the wheels sank in. Now the hydraulics work in float mode - the implement stays on the ground and the tractor doesn't get jacked up.
Smooth field/road switching. No more jittery physics at the edge of a field. The tractor knows clearly whether it's on a field or on the road.
Trailers and implements don't lose connection. No more crashes when deleting a tractor, and physics updates instantly when you attach or detach.
Performance boost. The mod is lighter now - less CPU load, fewer checks every frame. Your FPS won't suffer.
AI tractors now feel the ground too. Bots sink into plowed soil and slip just like you do. Fair physics for everyone.
Multiplayer support enabled — mod now fully works on dedicated servers
Fixed moisture behavior when game time is paused
Fixed tyre wear synchronization between server and clients
Fixed ground type detection reliability
Fixed manual — all pages now display correctly
HUD: new icon order — moisture, sink, grip, resistance, tyre wear
HUD: sink (wheel sinking) now displayed instead of season
HUD: grey tyre icon "NA UYT" when UYT mod is not active
Physics: ground resistance now depends on wheel sinkage, not directly on moisture
Physics: wheel slip now depends on sinkage, tyre type and tyre wear
Physics: reduced ground resistance for stubble, cultivated stubble, post-harvest and other post-harvest field types
Physics: maximum wheel sinkage increased to 25% (was 20%)
AI: wheel sinking now works when AI is driving
Improved overall network performance