0.9.2.7:
Reassigned Full Throttle to W + Ctrl, resolving conflicts with clutch input and other driving controls (issue #186).
Reworked the Heavy Trailer and Brake Mass factors: tractors now use 10 HP per tonne of towed mass, while trucks use 6 HP per tonne of gross combination weight.
Fixed throttle limiting with active cruise control and More Realistic (issue #183).
Fixed savegame loading crashes involving locomotives and Enhanced Vehicle (issue #185).
Fixed tutorial warnings appearing for vehicle systems that are disabled.
0.9.2.6:
– Added adjustable throttle input for keyboard players, simulating gas pedal pressure. A corresponding tutorial message – has been added to explain this mechanic.
– Fixed an issue where AI workers could not operate large plows in multiplayer (issue #131).
– Improved the mechanism for detecting whether a vehicle is under cover.
– Fixed incorrect ADS behavior on servers with no players, which could cause unpredictable issues such as voltage drops despite a charged battery (issues #154 and #124). Special thanks to JoellenbeckModding for helping reproduce the issue and test the fixes.
– Fixed an issue where the tutorial module could cause an infinite loading screen in multiplayer (issue #179).
– Added a console command to manually include or exclude vehicles from ADS: ads_setExcluded true|false.
– Added a setting to adjust the thermal model simulation speed.
– Fixed a conflict with TerraFarm that could prevent certain vehicles from starting (issue #118).
– Fixed a conflict with Courseplay that caused vehicles to slow down while collecting soil samples (issue #152).
– Improved engine load calculation compatibility with the More Realistic mod.
– Fixed an issue where AI workers ignored vehicles stalling due to active breakdown effects and continued driving them with the engine turned off.
– Updated the Turkish translation (by GHART-coder).
0.9.2.5:
– Added vehicle icons to the ADS Fleet Management menu (by Squallqt).
– Improved protection against invalid values received from the game engine.
– Excluded more unsupported vehicle types from ADS processing.
– Fixed a tutorial error when using CVT Addon.
– Rebalanced most wear factor multipliers, generally reducing them by 20-30%.
– Fixed incorrect wheel slip and stationary steering wear triggers.
– Improved PTO angle calculation.
– Added minimum and maximum inspection price limits.
– Capped overhaul cost so it cannot exceed the vehicle value.
– Mobile workshop service and repairs no longer wash vehicles.
– Improved service interval display in reports and workshop status.
– Added Czech, Finnish, Turkish, and Ukrainian translations.
– Updated Hungarian translation.
Changelog 0.9.2.4:
– ADS settings have been moved again; they are now located next to the ADS Fleet Management menu
– Significantly expanded the list of available settings
– Added several new tutorial tips
Changelog 0.9.2.3:
– ADS settings have been moved to a dedicated tab, allowing more settings to be added in the future without overloading the Game Settings section
– Fixed ADS specialization being incorrectly applied to conveyorBelt
– Fixed a bug that prevented changing the driving direction when pressing Space
– Fixed a bug that prevented viewing the last report after an inspection
– Added the console command ads_setOpertaingTime for setting operating hours, since Easy Development Controls cannot set operating hours for ADS vehicles
Changelog 0.9.2.2:
– Added optional tutorial tips that help explain the mod mechanics and warn the player when something is being done incorrectly. Singleplayer only
– Added Hungarian and Portuguese translations
V0.9.2.1
Added new tabs for vehicles currently undergoing service to easily track completion times. A dedicated tab for non-ADS equipment has also been added, creating a centralized hub for your entire fleet.
Added compatibility with Ingame Time Operating Hours mod. Service intervals now scale dynamically based on the current time scale (time acceleration).
Resolved an issue where the script would enter an infinite loop if no valid damage types were available to be added to the system.
Fixed a bug where certain modded vehicles failed to warm up while idling.
Fixed an issue causing excessive hydraulic system stress on harvesters due to incorrect PTO (Power Take-Off) angle detection.
Relocated the overdue service indicator to ensure compatibility with the Enhanced Vehicle mod (fixing the overlap with the EV odometer).
Mobile and owned workshops now operate 24/7 (ignoring standard operating hours)
Added Brazilian Portuguese translation by gustavojpa20
Added Korean translation by ppananaa
V0.9.2
Significant rebalancing of system wear factors.
Enabling the “Quick Inspection” setting while an inspection is in progress now completes it instantly.
Enabling the “Park Vehicle” option during service procedures now applies immediately to vehicles currently being serviced.
Warnings for cold or overheated engine/transmission now appear as a single notification instead of staying on screen.
Added dashboard alerts for vehicles experiencing critical loads.
Redesigned dashboard indicators with added sound effects upon activation.
Added an option to disable all warning messages (cold engine, overheating, breakdowns).
Fixed engine and CVT temperature synchronization when the engine is under load.
Battery capacity setting changes now apply correctly and no longer cause mass discharge across all batteries.
Maintenance Log: Fixed the counter for repaired breakdowns in the maintenance log.
Fixed an issue where queuing service procedures (e.g., “Do X after Y”) caused unintended vehicle repainting and unexpected charges.
Fixed an issue where AutoDrive AI ignored critical breakdowns and continued driving.
Minor UI improvements.
Changelog 0.9.1.2:
– Added compatibility with CVT Addon
– Expanded the in-game adjustment ranges for service interval and vehicle lifespan settings
– Scaled breakdown progression and other time-based mechanics to match custom service intervals and extended vehicle lifespans
– Fixed operating hours synchronization in multiplayer
– Fixed service interval progress calculation during initial vehicle initialization
– Added Polish and Spanish translations
– Minor UI fixes
V0.9.1.1
Increased interaction and connection distances for jumper cables
Implemented a filter for system wear and stress accumulation that dampens sustained high-value factors while allowing short impulses to pass through
Added new configuration options and expanded the adjustment ranges for existing ones
Rebalanced wear factor multipliers (generally reduced for better gameplay balance)
V0.9.1
Reworked stress accumulation: stress can no longer exceed the current condition level of its system. When stress reaches condition, a breakdown occurs instantly
Returning leased ADS vehicles now applies penalties for active breakdowns and overdue maintenance. Compatible with Extended Leasing
Fixed: lubrication on harvesting vehicles now decays correctly instead of always staying at a normal level
Fixed: harvesting activity is now detected correctly for work process wear calculations and for checking the presence of large debris
Radiator and air intake clogging speed is now tied to the selected service interval length, allowing better adaptation to different gameplay styles
Removed the long harvest factor from the work process system
Reworked the fuel system’s High Pressure Factor: it is now triggered by high fuel consumption instead of indirect engine load
Fixed incorrect data display in the maintenance log and inspection report
ADS now controls the vanilla engine temperature value
Fixed a bug where the battery could discharge too quickly when AI tried to start a vehicle while ENGINE_HARD_START_MODIFIER was active. As a temporary solution, AI is immune to ENGINE_HARD_START_MODIFIER
ADS now controls operating hour accumulation for ADS vehicles, so hours continue to accumulate even when the player leaves the engine running
v0.8.5.2
⚠ WARNING: Due to major changes in the workshop logic, critical bugs may occur. Please back up your save files before installing.
⚠ WARNING: Complete all active workshop procedures before installing this update.
⚠ WARNING: Localization was done by AI and may contain inaccuracies or context mismatches. Please report any issues you find.
⚠ WARNING: Mod settings in the in-game options menu have been revised. All values will be reset to their defaults.
Rework: Workshop
– Each service procedure now has multiple options that affect its duration, cost, and quality
– A repair procedure can now be triggered automatically after an inspection if the corresponding option is selected (also available for maintenance)
– Any procedure can now be interrupted, locking in the current result (no refund will be issued)
– Minor UI changes: added buttons to view the maintenance log and the last report; added a percentage progress indicator for the current procedure
New Feature: Reports
– A standard report is now generated after an inspection, maintenance, or overhaul. It contains information about the vehicle’s condition and service recommendations
– A full defectoscopy now generates a significantly more detailed report with comprehensive technical data, including exact numerical values for all key parameters
Other
– In-game mod settings have been revised to be clearer and more intuitive. A new option to enable debug mode has been added
v0.8.5.0
Added a Vehicle Maintenance Log containing a detailed history of all service actions.
Reworked the negative effects of using non-genuine (Aftermarket) parts:
Repairs: 1 in 3 chance that the specific failure will recur shortly.
Maintenance: 1 in 3 chance of increased vehicle wear and higher breakdown probability throughout the service interval.
Overhaul: The effectiveness of Condition restoration is reduced by 3 times.
Changed Engine and CVT thermostat failure logic: the thermostat no longer simply limits cooling capacity but now starts “sticking” in early failure stages and eventually jams, mimicking reality.
Increased the gap between premium and budget brands regarding reliability and maintainability to make the difference more noticeable.
Added NEXAT and MERCEDESBENZTRUCKS to the brand table.
Added “Quick Inspection” option: takes only minutes and costs very little. Detects only Stage 2 (Moderate) failures or higher. (Unavailable if “Instant Inspection” is enabled in settings).
v0.8.4.9
Added a sound effect accompanying the maintenance completion notification.
The penalty for missed maintenance has been increased and is now applied when Condition drops below 50% (previously <66%).
Changed thermostat logic for vehicles produced before 2000 (mechanical thermostat instead of advanced PID controller). All thermostats now possess inertia and can no longer change position instantly.
Fixed bug #61.
Added Swedish translation (thanks to johandenver2).
0.8.4.8:
Vehicles leased for contracts are now immune to breakdowns.
ADS specialization is no longer applied to motorcycles.
Fixed issues #41 and #56.
Engines now take significantly longer to cool down.
Significantly reduced the default breakdown probability for new vehicles.
Restored the influence of improper usage on breakdown probability.
Added an engine load indicator to the speedometer.
AI workers now prevent engine and transmission overload/overheating (toggleable in settings).
Vehicles undergoing maintenance are now skipped when cycling with ‘TAB’ (toggleable in settings).
Added new configuration options to the in-game settings menu.
IMPORTANT: All mod settings will be reset to their default values with this update.
0.8.4.7:
DS specialization is not applied to boats (Highlands DLC)
Fixed issue #45, issue #46
Enabled thermal model for neutral vehicles if the player uses them
0.8.4.6:
Fixed a bug where the “cold engine” warning was permanently displayed on electric vehicles.
The thermal model has been completely disabled for electric vehicles.
Version 0.8.4.5
Game settings have been added to configure the thermal model.
The default values have been adjusted to reduce heat buildup and dirt impact.
The wear penalty when the engine is cold has been reduced.
A warning message is now displayed when the engine is running at high rpm.
Overhaul is now only available for vehicles with a health below 50%.
IMPORTANT: All mod settings will be reset to their default values with this update.
V0.8.4.4
Changed cold engine penalty to only apply above 50% RPM.
Improved vehicle cooling logic when fast-forwarding time (while sleep).
Added full mod configuration to the advancedDamageSystem.xml file.
Added the ability to customize wear settings per-brand and per-vehicle via XML.
IMPORTANT: All mod settings will be reset to their default values with this update. A new advancedDamageSystem.xml file will be generated after you save the game
V0.8.4.2
Fixed a bug that caused the repair duration setting to be ignored.
Fixed the repair completion time being displayed incorrectly.
The ADS specialization will no longer be applied to certain modded hand tools.
V0.8.4.1
Reduced the impact of dynamic factors (like temperature and service level) on breakdown probability. Breakdowns should now occur significantly less frequently.
Fixed a bug where the HUD would disappear when transporting bags with a front loader.
Added Chinese translation (thanks to NongDeChuanRen)
V0.8.3
Added a “fluctuating idle” effect for fuel system failures.
ECU malfunctions now produce a thick, dark exhaust smoke effect.
Added new breakdown sound effects: brake squeal, turbocharger grind, and the sound of a gear popping out into neutral.
Added Polish translation
V0.8.2.2
Adjusted the engine/transmission thermal model.
Minor improvements to the workshop interface.
Added Italian and Spanish translation (thanks to Salmone-hs, KCHARRO)
V0.8.2
Added an option to choose between genuine and aftermarket parts for repairs and maintenance.
Added temporary negative effects for using defective aftermarket parts.
Breakdown probability and service intervals now depend on the vehicle’s brand quality.
V0.8.1.2
Fixed an issue where GPS Steering assist would not work with certain breakdowns
Fixed the ENGINE_HESITATION_CHANCE effect not working while cruise control is active
so i’ve ran the maintenance multiple times on my truck, it still tells me the oil is darkened, iv ran it multiple ways to have it fix everything to the point it was tellin me its going to be a 20 hour repair and maintenance. even after that it didnt repair it. still love the mod regardless
the overload is too sensitive please fix as even a A Claas Xerion Maximum HP which is 26Tonnes struggles with a 7.7Tonnes Seeder up a slight incline
Good concept, but currently it has some flaws, sometimes trigger a bug that make my tractor speed limit drop to 1km/h and cant be reset or repair to fix. Hope it be fixed soon
But it could be adjusted using 1 and 2 so maybe it’s not a big thing anyway
Приветствую. На всей технике сели АКБ. Как заряжать АКБ?
я в настройках мода менял значение ,там что то связано с амперчасами, ставил меньше ампер и баг этот пропал
Hi, I’m using the Advanced Damage mod, but my tractors aren’t taking any damage. Any idea how to fix this?
No conflict other mods.
Hello, the latest version (0.9.1) is somehow not compatible with the “ingame time operating hour mod” anymore.
I love this mod, however since the update it’s unusable in its current state. i have had a couple critical failures and when i tell the game to repair, it does not repair, keeps running the cycle endlessly and will not repair, will be uninstalling until fix comes out.
After the last update I can’t do repairs. I start them but it doesn’t take the money and runs the service cycle endlessly.
same, love the mod but it’s unusable in its current state
this mod dont work for me.I dont know what a do wrong, I pretty sure I dont have conflicting mod, I tried to reload the mod/restart the game. In the main menu in the downloaded mod I see it,but when loading a game when I want to selec mod, it isnt there.
怎么打开控制台
My vehicle stopped wearing out since installed this mod. I got it installed with “More Realistic Mod” and using MF 690T. More mods too but I feel that his combination can be the source problem
Hi, Great Mod indeed, first thank you for the hard work you have put in this thus far. I am no modder, just enjoy the game. I am having issues where maybe once in a while the screen will be darker than usual when I have the mod enable. The moment I disable it; the screen is back to its normal brightness when in game. This does not affect the menu page getting darker. It also messes with the keyboard, mouse and controller where they are no longer responding. It’s weird, hopefully this is enough information to help with any bugs. I do enjoy the Mod when it is cooperating. Thank you again.
Great mod and amazing idea, but this mod makes my “Medium Tractor”, “Large Tractor”, and “Cars and Bikes” shop categories to where they do not open when I click on them.
Try to turn off other mods which might collide with this