| Description |
Real Fuel Consumption calculates the diesel every tractor, combine and self-propelled machine burns from real data, not percentages.
HOW IT IS CALCULATED
• Engine: the fuel curve from the Nebraska tractor tests (ASABE D497 standard). It depends on the power the engine delivers —PTO, slopes, weight and draft included— and on engine speed: at the same load, lower revs burn less.
• Real draft of ploughs, cultivators and disc harrows, measured with a dynamometer, by width, speed and depth (compatible with Variable Working Depth).
• Rolling resistance of every wheel by the soil it is on (stubble, tilled) and its moisture: mud burns more.
• It only costs fuel: it does not slow the vehicle or change how it drives.
• AdBlue keeps its ratio to diesel. Trucks, cars, electric and methane vehicles use the game's calculation.
ENGINE MODES (Alt+J)
• ECO: limits revs to each engine's peak-torque speed and softens the throttle. Saves fuel when power is to spare; at full load it barely saves.
• STANDARD: the stock engine.
• POWER: faster throttle response.
HUD
• Fuel readout under the fuel gauge, with the number in the colour of the mode (l/h; kW for electric; kg/h for methane).
• Mode icon next to the speedometer. Both follow the game's HUD scale.
REPORT (Ctrl+J)
• Litres, engine hours, average l/h, mode share and estimated cost, per vehicle and per farm.
• Litres per hectare in the field, litres per 100 km on the road and time standing with the engine running.
SETTINGS (ESC > Game Settings)
• Consumption: Real, or x1.25 to x3 for a higher difficulty. On tractors and self-propelled machines it replaces the savegame's fuel usage setting.
• Real draft and rolling, Engine modes, Notifications, Fuel HUD and Engine mode HUD.
• Multiplayer and dedicated server. Compatible with Advanced Damage System: its breakdown surcharge is added on top of the real consumption.
Changelog 1.5.0.0:
- New: consumption from the real engine curve of the Nebraska tests (ASABE D497). A John Deere 7R 270 at full load burns about 64 l/h, not the 183 the game burned on "normal".
- New: real draft of ploughs, cultivators and disc harrows by speed and depth, and rolling resistance by soil and moisture.
- Changed: Base multiplier, Load sensitivity, Work type bonus and RPM sensitivity are replaced by Consumption (Real by default) and Real draft and rolling. Every savegame starts on Real.
- Changed: ECO cuts revs at each engine's peak torque. The modes no longer change torque, cap speed or multiply fuel: the saving comes from the real curve.
- Fixed: the J key disabled the front loader arm and other default controls. It is now Alt+J; players who still had J are moved once, with a notice.
- Fixed (dedicated server and multiplayer): a client always saw 0.0 l/h.
- Fixed: with an Advanced Damage System breakdown that raises consumption, this mod stopped working on that vehicle. Both now add up.
- Fuel readout with the size and position of the ADS one, with the number in the colour of the mode; it shows instantly. Icon and readout follow the game's HUD scale.
- Report: litres per hectare, litres per 100 km and time standing with the engine running, in each fuel's unit and price.
- Fixed: the truck brake air was multiplied by the fuel factor.
- Fixed: a vehicle excluded from Advanced Damage System showed no consumption readout.
Changelog 1.4.0.0:
- Fixed: turning engine modes off left the vehicle down on power for good.
- Fixed: the mode key kept working after the feature was turned off.
- Dashboard telltales unified with the other GN Realism mods.
- Fixed the mode text colour.
- The icon position can be adjusted and is saved.
Changelog 1.3.1.0:
- Fixed: the l/h readout kept showing the last driving value while the engine was off (the game never resets it). It now shows 0.0 l/h whenever the engine is not running.
- New: fuel report (Ctrl+J inside a vehicle): liters, engine hours, average l/h, ECO/STANDARD/POWER share and estimated cost for that vehicle (session and total) plus the farm total. Counted on the server, saved per vehicle, dedicated-server ready. |