Tractor Terrain Dynamics

  • Tractor Terrain Dynamics
  • Tractor Terrain Dynamics
  • Tractor Terrain Dynamics
  • Tractor Terrain Dynamics
  • Tractor Terrain Dynamics
  • Tractor Terrain Dynamics
WDMods
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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.

Server
Consoles
Changelog
9
  • v1.0.3.8

    IMPORTANT
    The previous version had a bug: surface states would get stuck, causing
    vehicles to behave strangely — both on fields and on natural surfaces
    (grass, dirt, etc.). This has been fixed in v1.0.3.8.

    FIXES
    - The mod works on dedicated servers again.
    - Server and clients now correctly share surface and vehicle state data.
    - Switching between field / natural / road / object no longer gets stuck.
    - After leaving grass or dirt onto a field, the sliding gradually returns
    to normal over a couple of seconds — no more sudden stuck slip.
    - Vehicles without a driver, without active work and without active
    surface interaction are no longer processed every frame — less load.
    - The calibrator now shows only the pages that actually affect physics
    in the selected mode. No more twisting sliders that do nothing.
    - The calibrator now properly affects tractor slip when working with
    a trailer or a seeder.
    - Trailers and seeders now pass their resistance on to the tractor.
    - Tractor slip is calculated when it pulls a trailer or an implement.
    If the tractor drives on its own — slip is minimal, since it isn't
    pulling anything.

    NEW
    - Wheels now leave tracks and break up natural surfaces
    (grass, dirt, sand, gravel).
    - Breaking only works if deformation is enabled in the settings.
    - Broken roads are repaired manually — using the normal in-game
    terraforming tools for in-game money. Nothing repairs itself.
    - Deformation on/off is in the game settings menu, right where
    difficulty and surface mode are.
    - Mod settings (difficulty, surface mode, deformation) can only be
    changed by the host or master user. Regular players can see them
    but cannot change them.
    - New mode: "Roads only".
    On fields, TTD physics is completely turned off — the game behaves
    like vanilla, no slip, no sinking. But on grass, dirt, sand and gravel
    TTD keeps working and keeps breaking them up.
    On fields the HUD shows values from TTD's own settings — for
    information only, they do not affect field physics.
    This mode is handy if you play with another field physics mod,
    or simply don't want to slip on fields.
    - The calibrator also supports "Roads only" mode — grass/dirt settings
    are available, and if deformation is on, deformation settings too.
    - If TTD is your main physics mod, you can use any mode.
    "Field" and "Field + roads" should not be used together with other
    physics mods. If you play with another field physics mod, switch TTD
    to "Roads only".
    - There are more setting combinations now — everyone can find what
    suits them. Examples:
    • Don't want to slip on fields → "Roads only", deformation off.
    Fields behave like vanilla, grass and dirt are untouched too.
    • Want slip on grass, but don't want to touch fields or roads →
    "Roads only", deformation off. TTD stays out of fields, slip and
    resistance work on grass, roads stay intact.
    • Full hardcore: fields, grass and broken roads → "Field + roads",
    deformation on. Everything works, grass and dirt get broken up
    by wheels.
    • Playing with another field physics mod, but want grass and surface
    breaking from TTD → "Roads only", deformation on. TTD doesn't
    interfere with the other mod on fields, grass and roads are
    handled by TTD.
    - IMPORTANT ABOUT TIRES: tire physics always works, regardless of
    difficulty and mode. Narrow tires slip more — they already grip
    the ground worse. Duals, twins and tracks grip better. This is
    by design from the start: tire type directly affects how the
    vehicle behaves.

    ABOUT THE CALIBRATOR AND SLIP
    The slip slider in the calibrator is not an "on/off for wheel spin".
    It does not directly make the tractor slip or not slip.
    Slip depends on how much the tractor is pulling (trailer, seeder,
    plow), on the ground, on moisture and on the tires. The slider only
    adjusts how strongly all of that is applied through resistance and
    grip. If the tractor drives on its own — it barely slips, no matter
    where the slider is. If it pulls a heavy trailer through wet mud —
    it will slip, and the slider will make it stronger or weaker.

    https://youtu.be/dMFg85YvGMU?si=6Q4WilzziJPHLQMP

  • * Added built-in calibrator for fine-tuning the behaviour of each tractor directly in-game

    * TTD Calibrator Description (RU/EN/DE/FR/IT/PL):
    https://drive.google.com/drive/folders/1sLNXcLPwPgm9MTGft8uRE2Zen2v-SK-Q?usp=drive_link

    * Tracked vehicles now leave ruts just like wheeled ones
    * Completely reworked the wheel sinking system - behaviour is now noticeably smoother and more predictable
    * Fixed an issue where moisture on grass and other natural surfaces was displayed incorrectly
    * Tracked vehicles now behave differently from wheeled ones - tracks sink less, slip less and recover more easily
    * Front wheels of tractors now sink slightly less than the rear ones - just like on real machines
    * Fixed a bug where engine settings could fail to apply to some vehicles
    * Each vehicle now stores its own settings separately and does not affect others
    * Removed unnecessary calculations that could cause frame drops when many vehicles were present on the map
    * Improved overall performance - the game now runs more steadily
    * Cleaned up some old and unused parts left over from previous versions
    * Updated default difficulty values - they are now more balanced
    * HUD now hides together with the in-game interface - the separate toggle button has been removed
    * HUD values now match the actual physics
    * Minor fixes in the interface and settings menu

  • 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

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