Realistic 4×4 Traction System V1.6.0.0
Realistic 4×4 Traction System V1.6.0.0
Multiplayer in development, playable but may contain bugs
Take real control of your tractor’s traction — engage 4×4, lock the differential and let the system react to actual wheel slip, not just to an assigned key.
This mod adds a fully switchable 4×4 traction system to compatible vehicles (tractors, trucks, harvesters, cars): engage/disengage the front axle when needed and toggle a differential lock that trades turning radius for maximum grip in mud, snow or during heavy work.
Features
Real rear-wheel slip detection — automatic modes react to actual wheel-slip physics, not just speed
Four driving modes, assigned to each vehicle by default:
Manual — always in control
Semi-automatic — engages with actual wheel slip, while manual control is always available
Automatic — the same logic, adjusted for vehicles with factory-fitted automatic 4WD (CVT/IVT transmissions)
Intelligent — continuous, proportional engagement in the Fendt style (without abrupt switching on/off)
Native tyre-pressure simulation during engagement — no dependency on any other mod
On-screen HUD with real-time status and adjustable position in the game Settings menu
Zero XML changes to any vehicle — the system integrates automatically into all compatible vehicles
V1.6.0.0
Fixes
– Mod tractors whose center differential lists the REAR axle first in the XML: in 2WD the torque went to the front axle and the rear axle ran free, and the rear diff lock had no effect (it worked only with 4WD engaged). Front and rear are now detected from the real wheel positions. Thanks to fermer25 for the report and video.
– Locked center now really locks on tractors with much smaller front tyres (e.g. MTZ/Belarus, front wheels turning 1.5x the rear): the rear could spin freely and 4WD seemed to do nothing. With the center locked, torque now goes to the axle that grips (up to 85% to the front when the rear spins; a wheel in the air counts as spinning). Switch off: centerLockBias = false.
– HUD: the reason no longer flickers between “implement lowered” and “GPS prediction”.
New
– Tyre pressure by hand on every tractor: Ctrl+Alt+I inflate / Ctrl+Alt+O deflate, in 10% steps between the field and the road pressure.
– Without CTIS: only with the tractor stopped (~1.5 min to inflate, ~1 min to deflate), like with a compressor and gauge.
– With CTIS (Fendt VarioGrip, John Deere 8R): while driving, using the onboard compressor. Ctrl+Alt+P goes back to automatic (Fendt) / preset (8R).
– On-screen message with the chosen pressure (front / rear bar). Saved with the savegame and synced in multiplayer.
– John Deere 8R: real integrated CTIS with FIELD / ROAD presets (Ctrl+Alt+P), 0.8 -> 1.8 bar in ~1 min, deflate ~40 s.
– Tyres flatten visibly when the pressure goes down (like Variable Tire Pressure), with a bigger contact patch.
– With Soil & Draft Physics: the traction prediction uses the real implement draft force (ASABE D497), the real rear-axle load (weight transfer included) and the real tyre grip on the current soil (Brixius); tyre pressures per axle come from the real axle load; lower pressure = more grip and less wheel sinkage.
– Compatible with MoreRealistic: the traction prediction uses MoreRealistic’s real implement draft force (also without Soil & Draft Physics).
– Compatible with Variable Working Depth (through Soil & Draft Physics, the draft follows the depth set in VWD).
– Works together with Hydraulic Suspension System.
– Translations for all 25 game languages.
Settings
DriveModeConfig.lua: manualTirePressure (true/false), manualInflateMs, manualDeflateMs, centerLockBias (true/false).
