Rig mass
The powered vehicle, recursively connected implements, trailers, and payload are treated as one system.
A lightweight vehicle-physics system that makes the ground, the machine, and the job matter.
Built for Farming Simulator 25, the project turns connected rig mass, implement demand, soil moisture, gradient, available power, and wheel slip into believable resistance—without custom terrain deformation or a heavy rendering system.
The engineering question
Raw drag is not enough. A heavy tractor can still fail if its tyres cannot transmit power into wet soil; a small tractor can be overwhelmed by an implement even on dry ground; and a stationary vehicle should not magically regain traction while digging the same rut. Ground Resistance models these as related but distinct states: demand, strain, slip, physical bogging, and recovery.
The model
The powered vehicle, recursively connected implements, trailers, and payload are treated as one system.
Working width, operation type, lowered state, rated draft, and PTO demand contribute different forms of load.
Field state, live rain, and optional position-aware soil moisture alter resistance and available traction.
Available engine power and directional slope determine whether a rig can sustain the requested work.
Measured longitudinal slip separates ordinary engine strain from a genuine loss of ground traction.
Sustained slip with little progress accumulates a persistent state, preventing unrealistic instant recovery.
Development method
An in-game diagnostic HUD exposes calculated rig mass, ground state, speed, throttle, grade, wetness, draft, PTO demand, strain, bog state, wheel slip, and experimental settlement. Each physics change is tested against a controlled comparison rather than tuned by feel alone.
Rig 23.9 t | Wet 100% | Draft 14.7 kN | Strain 100% | Bog 86% | Slip 74%Baseline rolling resistance and surface transition
Mass load versus soil-working draft
Resistance, traction loss, and bog accumulation
Power-to-demand mismatch and believable failure
Recursive payload mass and drawbar demand
Server-authoritative state and repeatable results
In-action media coming next
Short captures will show the same implement behind mismatched tractors, dry versus rain-soaked soil, wheelspin under load, and recovery after raising the tool or reversing onto firm ground.
Design constraints
No custom mud particles, texture layers, map deformation, or whole-map scans. Physics is evaluated at a fixed interval and fails safely when a vehicle does not expose an expected API.
Dynamic Drive Pro can retain steering ownership, while Moisture System can optionally provide richer position-aware soil data without becoming a required dependency.
The server decides physical state. Clients may display diagnostics, but do not independently apply resistance or traction changes that could diverge between players.
Stable multiplayer checkpoints are separated from rapid single-player Beta builds, with synchronized version markers and reproducible package checksums.
The core model is working in single-player and has entered controlled two-player multiplayer testing. Public downloads will follow only after physics tuning and synchronization are proven stable.