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The DEF Pack mod is recommended to simulate the new DEF systems.
The DEF Mod Pack and Variable Tire Pressure mods can be used together without any compatibility issues.
More translations in development
Your engine wears out. Your oil gets dirty. Your turbo fails if you never maintain it. This is what “realistic maintenance” should have meant from the beginning.
Hyper Realistic Maintenance 2 adds deep, continuous mechanical simulation to all motorized vehicles in your saved game — tractors, trucks, harvesters and cars — with real gameplay consequences, not just cosmetic numbers.
What is simulated
Engine: 5 independent components (cylinder, piston, bearings, crankshaft, valves) that influence each other — cylinder wear increases blow-by, which contaminates the oil and accelerates wear even further
Thermal: coolant temperature increases with load and the engine overheats if the radiator is degraded
Fluids: oil level/contamination and coolant level, both checkable and requiring maintenance
Transmission: clutch, gearbox, turbo and battery/starter motor wear over time
Failures: probabilistic failures that increase sharply above approximately 35% wear on the relevant component — critical overheating above 118 °C is guaranteed and does not depend on luck
Behaviour by vehicle type: tractors, trucks, harvesters and cars wear at different, realistic rates
Real effects, not cosmetic ones
Real power loss — reduces the engine’s effectively available torque; you will feel it in the field
Real no-start conditions — a flat battery or worn starter motor can actually prevent the engine from turning over, with a warning displayed on screen
Harvesters suffer a real loss of threshing efficiency as the engine condition deteriorates
Scheduled maintenance, just like in real life
10 maintenance items (engine oil, filters, hydraulic/transmission oil, coolant, grease, belts and much more), each with its own interval and a real cost for the farm — automatically adjusted to the vehicle’s actual power. If you neglect maintenance for too long, wear accelerates by up to +120%.
Vehicle HUD with 3 pages — overview, detailed engine diagnostics and maintenance status — with an adjustable position in the game Settings menu. The game’s own repair screens (shop, farm workshop, mobile workshop) now also perform a complete HRM2 service.
Compatibility: works completely standalone. If you also have the 4x4 Traction System mod, the two mods detect each other automatically, and 4WD/differential lock driving gains a real additional effect on the transmission. Significantly improved multiplayer, tested on a real dedicated server (see the changelog for details and known limitations). Maintenance progress is saved in the saved game.
New
- mod core completely rebuilt from scratch
- The way you drive matters: lugging the engine, straining it while cold, shutting it down with the turbo hot, overloading, wheelspin, old oil and overheating wear out the relevant parts and increase the risk of breakdowns.
- 26 progressive breakdowns in 4 stages (minor → critical) with realistic symptoms: loss of power, black/blue/white smoke, unstable idle, sputtering, engine stalling, difficult starting, slipping clutch, leaks, charging failure, limp mode.
- Warning lights on the dashboard (engine, oil, temperature, battery, fuel, transmission, hydraulics, brakes, chassis), triggered by breakdowns and component condition.
- Battery charge and health tracked separately; real-time engine warm-up; turbo cooling; oil ageing.
- New "Driving and stress" HUD page and driving tips (can be disabled).
- Workshop: the "Parts" button (Used / Aftermarket / OEM / Premium) changes the price and initial wear for breakdowns and servicing; cost per breakdown stage; factory warranty with warning; brand reliability; detailed inspection finds hidden breakdowns.
- Settings (ESC → Settings → General): difficulty, engine lifespan, thermal speed, parts, warranty, tips, breakdowns on/off.
- DPF only on tractors with DEF/AdBlue.
- The dashboard blue bar and sale price reflect the HRM2 condition; the native temperature gauge shows the HRM2 temperature.
- AutoDrive and Courseplay are treated as the game's AI.
- German translation (thanks to robster76); Fleet and Workshop banners in EN, DE and PT-BR.
Fixed
- Multiplayer: the simulation runs on the server and is synchronized with all players.
- Workshop in MP: the immobilization no longer gets stuck or resets when leaving and rejoining (hrm2ClearBusy command available as a workaround).
- Breakdowns selected in the Workshop were never repaired.
- Hydraulics never wore out (mass was read in kg instead of tonnes).
- The "+X% consumption" from wear was not applied.
- Emergency starting only worked on the client and repaired the starter motor.
- "The engine started and died" did not shut down the engine with starting mods (e.g. Engine Start Plus); a heavily worn engine can no longer become impossible to start.
- The battery would run flat after hours with AutoDrive.
- The HUD disappeared when an AI worker was driving (wear was always counted).
the new features were added recently, so they may still contain values that are not quite realistic. This aspect is still WIP and will be updated as bugs or more accurate values are detected
new icons added to the dashboard to identify DEF regeneration or clogging
Rated power (hp) shown on the speedometer — now reads the actually purchased engine configuration, not the base one.
DPF regeneration RPM increases/decreases smoothly, rather than instantly.
🏭 New Workshop (single window)
Replaces the old sequence of several chained windows with a single window containing all maintenance requests, schedule, breakdowns and general service in one list.
Each item shows its category (e.g. [Service] Engine oil), the cost, and two YES/NO buttons side by side for you to choose.
A “quick diagnosis” is shown at the top (e.g. “There are active breakdowns — deal with them first”), along with the vehicle’s overall health.
The total to pay and estimated downtime are always visible and updated in real time as you select items — you no longer need to leave the game to find out how long the tractor will be stopped.
Opens with the REPAIR button in the game’s native workshop, or via the hrm2Workshop command.
🚚 New Fleet Panel
Lists all vehicles on the farm with HRM2, sorted by urgency (breakdowns and overdue maintenance first).
Shows an image, name, health percentage and summarized status for each vehicle, with a button to open that vehicle’s Workshop directly.
Opens with the F9 key,
🔧 New simulated systems
Air intake filter — gets dirty during dusty field work; reduces power, increases consumption and darkens the smoke. The “Air filter” maintenance item already has a real effect.
Hydraulic system — the pump and hydraulic oil wear out when using heavy implements; extra consumption results from drag caused by the degraded pump. The “Hydraulic filter”/“Hydraulic oil” items already have a real effect.
EGT + regeneration duration on the dashboard — appear only during DPF regeneration and disappear when it ends.
Actual interruption of DPF regeneration — switching off the engine halfway no longer “freezes” progress; it really cancels it, and each interruption slightly dirties the oil (just like a real engine).
⚡ Recalibrated power modes
Eco mode recalibrated for a more realistic reduction (-12% instead of -20%), close to what real tractor economy modes offer.
Fixed an artificial inflation of engine load that made the turbo and sound seem more strained in Eco than in the other modes (the opposite of what was expected).
“NORMAL” icon, more representative of what the mode actually does.
🚜 Extended support
Self-propelled sprayers and fertilizer spreaders are now recognized and handled by HRM2 (previously they were completely ignored).
other vehicle classes will be added in future updates
Move the HUD with the mouse
A new way to position the HRM2 panel, requested by the community: press Ctrl+Shift+H to activate HUD editing mode (this shows the mouse cursor), click and hold on the panel, and drag it wherever you want. Release the button to confirm the new position, then press Ctrl+Shift+H again to exit editing mode.
The position is saved for the player, not the savegame — configure it once and it will remain the same across all savegames; you do not need to repeat it for each save.
If the shortcut does not respond, check under Settings → Controls that the "HRM2 — Edit HUD" action is actually assigned to a key (in some cases, the game may leave it unassigned by default).
Small internal stability and code-cleanup adjustments have also been made.
1.1.1.0 ⚠️ Multiplayer compatibility warning
This mod's multiplayer support has been significantly improved in this update, but it is not yet fully validated in MP. Most actions (services, detailed inspection, state sync on entering a vehicle) now go through proper network events and have been tested on a real dedicated server — but at least two known path still needs fixing (the emergency jump-start), the maintenance bug where server do not sent all information to client side if tou start a maintenance and leave the server, do not leave server if you have any vehicle under maintenance and other edge cases may still exist. Use on a server with that in mind, and please report any issue you find, ideally with a log.
Fixes in 1.1.1.0
Critical — game freeze on save (fixed): Fixed the bug present in 1.1.0.0 where saving the game while a vehicle's maintenance/repair was in progress could leave that vehicle permanently stuck — engine refusing to start, with no way to recover short of reloading. Root cause: the code responsible for lifting the "immobilized" state after a repair finished only ran on the client, never on the authoritative side in multiplayer (or after certain save/reload sequences), so the lock was never cleared.
Critical — maintenance progress lost on save/reload (fixed): Maintenance progress (service intervals, engine/drivetrain wear, active failures, and in-progress repairs) now correctly survives saving and reloading the game. Previously this data only lived in memory and was lost on every reload — vehicles would appear freshly re-aged and any in-progress repair would silently vanish. Fixed by moving persistence to a dedicated save file, identifying each vehicle by its stable unique ID rather than its in-memory object.
Maintenance hours not accumulating correctly (fixed): Service-interval hours now use their own internal counter, correctly scaled to the game's time-acceleration setting (x1, x60, x360...), instead of only counting real-world seconds. This also fixes hours appearing stuck or barely moving during accelerated play.
Native odometer bridge (added): The vehicle's native operating-hours field can now also be kept in sync with the game's time scale directly by this mod, for consistency even without a separate time-scale mod installed. Automatically steps aside if such a mod is already active, to avoid double-counting.
Multiplayer — actions only applying on the requesting client (fixed): Simple service, periodic maintenance, full overhaul, and the detailed technical inspection now correctly apply on the server (money, component state, immobilization) instead of silently only affecting the client who triggered them — the most common cause of "I paid but nothing happened" and vehicles getting stuck in multiplayer.
Multiplayer — state not refreshing after reconnecting (added): A vehicle's full maintenance state (hours, wear, active failures, remaining repair time) is now requested from the server automatically the moment a player starts controlling it, keeping the on-screen display and engine-start behavior consistent even after reconnecting to the server.
Stability fixes: Fixed a crash in the new state-sync system that could occur when the server sent a vehicle's state to a connecting client. Fixed a console command (hrm2MaintStatus) that referenced a non-existent field and always errored when used.
NEW FEATURES
Custom in-workshop selection windows
Every maintenance and repair stage now opens as its own window with a scrollable, selectable list — pick exactly which items to fix with individual Yes/No toggles, instead of an all-or-nothing confirmation.
New stage: periodic maintenance by calendar time
A second maintenance track now runs alongside the hours-based one, covering items that degrade with age rather than use — belt/hose aging, corrosion protection, fuel system stabilization, and battery health checks.
New: Detailed Technical Inspection
A paid, time-based inspection (parts + hourly labor) that reveals specific internal wear — piston condition, compression loss, bearing wear, crankshaft wear, valve wear, ring blow-by, carbon buildup, turbo wear, clutch wear, gearbox wear — instead of a generic health percentage.
Full Overhaul rebuilt: 12 individually selectable repairs
The general overhaul stage now lists every component separately — pistons, compression, bearings, crankshaft, valves, blow-by, carbon buildup, turbo, clutch, gearbox, axles/differentials, and battery — each with its own cost.
Realistic, game-clock-synced repair time
Repairs take realistic amounts of time (1 hour minimum, up to a full day for a major overhaul) and are synced to the in-game clock — waiting scales naturally with the game's time speed setting. A HUD countdown shows time remaining.
Labor costs
Every repair stage now charges an hourly labor rate on top of parts.
Customization locked during repairs
The vehicle's configuration screen is now disabled while a repair is in progress, preventing accidental loss of repair progress from mid-repair reconfiguration.
FIXES
- Critical: a scoping mistake meant several core functions (applying repairs, deducting money, advancing to the next stage) silently failed when called from the new selection windows. Now fixed.
- General overhaul pricing was capped unrealistically low regardless of vehicle value. Now scales with the vehicle's actual price.
- Scheduled maintenance intervals were based on real factory service intervals (many over 900–1000 operating hours), effectively unreachable in a normal save. Recalibrated to a 5–20 hour scale.
- Engine temperature now resets to ambient when a repair finishes.
- Downtime from consecutive repair stages now correctly stacks instead of overwriting.
- The detailed inspection report now always appears, and waits for confirmation, before the stage it's relevant to.
- Selection windows could render unstyled and full-screen due to a shared-resource loading order issue. Fixed.
- The engine is now explicitly stopped when a repair begins, even if another mod tries to restart it.
- All HUD readouts (engine, oil, temp, coolant, pressures, transmission, turbo, battery, power, page names, vehicle class) now respect the selected game language — previously several were hardcoded in Portuguese regardless of language setting.
- The repair button no longer shows a stale native price once repairs are handled through the mod's own windows.
COMPATIBILITY
No changes to save-game compatibility. MP not SUPPORTED YET