@nuthin2it
Ctrl+A toggles the HUD on and off.
Ctrl+Y lets you drag it around with the mouse.
@Damian0 TTD has its own moisture system built-in, it's local and doesn't interfere with other moisture mods. The only exception is Realistic Weather - it overwrites wheel physics, so it will conflict with TTD. Other moisture mods that only handle crop/field moisture are fine to use alongside.
@PlowAndDrive the fps drop with 30+ vehicles is fixed now. wasn't a mod conflict, the mod was just doing too much work on parked vehicles.
patch coming july 20th. give it a try and let us know how it runs.
@Sinterra hey man, you were spot on. The mod was checking every single vehicle on the map even if it was just parked on the road doing nothing. Every machine every half second was running through all wheels, moisture, terrain, grip calculations. With 50+ vehicles that was eating 20 fps easy.
We rewrote the whole update logic. Now it checks five things in order:
Player controlled -always updates
AI controlled - always updates
Wheels actually on field dirt - updates
Trailer attached to a tractor that's on a field - updates
Just left the field and wheels haven't recovered yet - updates until radius is back to normal
Everything else? Instant skip. No updateTTD call at all. Parked vehicles on the road with normal wheels cost zero performance now.
Also optimized the Shared library: cached ground configs, moisture zones, wheel types, tire properties. Zero temporary table allocations per frame. Binary search instead of linear. Garbage collector barely wakes up now.
Result with 60 vehicles: 50 fps no ReShade, 45 fps with ReShade. That's like 3.5x more fps with twice the vehicle count.
Honestly your five hour test session saved this mod. "It calculates all vehicles no matter if driven or not" - that one line was the key. We'd still be guessing without it. Thanks dude.
@Sinterra Thank you for the detailed test. This is exactly what I needed-not just "-60 fps", but real information. Appreciate your time testing for 5 hours.