Realistic Hours & Depreciation – PUBLIC BETA
**VERSION 0.9.0.0 – PUBLIC BETA**
Realistic Hours & Depreciation is designed to make machinery ownership in Farming Simulator 25 more realistic by overhauling **operating hours, machinery depreciation, resale values, the second-hand machinery market and visual paint wear**.
Instead of machinery hours increasing independently from the game clock, operating hours now scale with your selected **in-game time speed**.
For example, when playing at **3x time speed**, approximately 3 operating hours will be added for every real hour that the machine is being used. This allows machinery hours to better represent the passage of time on your farm.
Realistic Machinery Depreciation
Machinery no longer loses value based mainly on age alone.
Vehicle values are calculated using a combination of:
- Machinery age
- Total operating hours
- Average annual usage
- Overall level of use
This means an **older tractor with low hours can retain considerably more value** than another tractor of the same age which has worked heavily.
Likewise, a relatively new machine that has already accumulated very high hours will depreciate faster than a lightly used example.
Implements use their own depreciation calculations, where age has a greater influence and operating hours have a smaller effect.
More Realistic Used Machinery
The second-hand machinery market has also been reworked.
Used machinery can now appear with much more varied and realistic combinations of:
- Age
- Operating hours
- Price
- Depreciation
You may find relatively new machines that have already worked a large number of hours, as well as older machinery that has only seen occasional use.
The age, operating hours and price of used machinery are linked together so that the value better reflects the machine you are actually buying.
Existing Savegame Conversion
The mod can also be added to an existing savegame.
When first loading an existing save with the mod enabled, a **one-time setup window** allows you to select the time scale you normally used before installing the mod.
Existing machinery operating hours are then converted to better match the new system.
This conversion only needs to be completed once for each existing savegame.
Brand-new savegames do not require this conversion.
Reduced Paint Wear
Visual paint wear has been significantly reduced.
High-hour tractors and machinery should no longer unrealistically lose most of their paint simply because they have accumulated a large number of operating hours.
Mechanical damage, maintenance and repair costs remain separate from visual paint wear.
Leasing
Leasing has been adjusted to work correctly with the new scaled operating-hour system.
Although the displayed machinery hours increase according to your game time scale, the mod prevents this from incorrectly multiplying the normal hourly leasing charges.
Main Features
- Operating hours scale with the in-game time speed
- One-time conversion system for existing savegames
- More realistic machinery depreciation
- Depreciation based on age, hours and average annual usage
- Separate depreciation calculations for vehicles and implements
- Older low-hour machinery can retain significantly more value
- Heavily used machinery depreciates faster
- More realistic second-hand machinery ages and operating hours
- More realistic used machinery pricing
- Greater variety within the used machinery market
- Significantly reduced visual paint wear
- Leasing costs remain balanced despite scaled operating hours
- Designed to support base-game and compatible modded machinery
- Multiplayer supported
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IMPORTANT – PUBLIC BETA TEST
**This is a BETA version and has been uploaded to KingMods specifically for public testing.**
Version **0.9.0.0 is not intended to be considered the final release.**
The purpose of releasing this beta is to allow more players to test the mod across different savegames, machinery, maps, multiplayer environments and mod combinations before the full **1.0.0.0 release**.
Although the mod has already been tested during development, it is impossible to test every possible combination of machinery and other mods.
Please Report Any Problems
If you experience **any error, bug, conflict or unexpected behaviour**, please report it.
The intention is to investigate and fix any confirmed issues found during beta testing, but **I can only fix problems that I am made aware of**.
Even if you think somebody else may already have reported the same problem, please feel free to contact me.
Bug Reports
Please email:
**[email protected]**
When reporting a problem, please include as much information as possible, including:
- What happened
- What you were doing when it happened
- Which vehicle or implement was involved
- Whether it happened in singleplayer or multiplayer
- Whether you were using a new or existing savegame
- Any other mods that may be relevant
**Please attach your `log.txt` file whenever possible.**
The `log.txt` file is extremely useful because it can show script errors, warnings and possible conflicts with other mods and can make identifying and fixing a problem considerably easier.
Dedicated Servers
When adding the mod to an **existing dedicated-server savegame**, it is recommended to first open the savegame in a locally hosted multiplayer game with this mod enabled.
Complete the one-time historical time-scale selection, save the game, and then return the savegame to the dedicated server.
New savegames do not require this conversion step.
Beta Warning
As this is a testing version, keeping a backup of any important savegames before installing the mod is recommended.
Please remember that finding and reporting problems is the entire purpose of this beta release.
Your feedback will help improve the mod, eliminate remaining bugs and prepare **Realistic Hours & Depreciation** for its eventual full release and submission to the **GIANTS ModHub**.
**Thank you to everyone who downloads, tests and reports issues.**
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