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ModBarn

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CVT Addon

CVT Addon
Mod NameCVT Addon
Game Farming Simulator 25
Manufacturernone
CategoryGameplay
AuthorSbSh
Size0.36 MB
Version2.1.0.0
Release Date16.04.2026
PlatformPC/MAC
Views 716
Downloads 13
ModBarn 0 (0)
ModHub 4.1 (154)

This script adds a real CVT, hydrostatic, or HST transmission to all vehicles with continuously variable transmissions. Configuration is done in the shop via a simple yes/no selection. If you select "Yes," you can open a graphical user interface (GUI) in the game to select the desired transmission variants and additional functions. - Automatic rear work light when reversing and afterglow duration. - High beam/high beam flasher can be controlled via a dedicated button. - Drivetrains completely redesigned. - Percentage-based accelerator pedals for HST, hydrostatic, electric, and continuously variable transmissions. - HST and hydrostatic now with 2 pedals – the clutch is used to shift to reverse. - Engine preheating depends on the outside temperature – the colder it is, the longer the preheating time. Compatible with the Giants ignition switch – only works when the ignition is on. - Engine start depends on temperature – influenced by the environment or weather. - New harvester configuration with optimized handling for field and road modes. In fieldmode you can use the clutchpedal as inching function. Important: The buttons for the CVT-Addon must first be assigned, as it can be set up for many setup variations. The GUI is preset with [lShift + lAlt + C]. And the switch for the automatic taillight is on [lShift + lAlt + A]. All settings in the LS should be set to manual. Manual gearshift and clutch. No automatic controls should be active. If you want to drive realistically, you're already doing that. The CVT add-on should be actively played and not just a "running in the background" mod. (Adapt for the respective application) The vehicle XML value "rotInertia" (flywheel) must not be specified or must be precisely adjusted. And remember: the engines must warm up first. If in doubt, please watch the tutorials. Setting options: General CVT: - 0 to 5 acceleration ramps can be set. - Braking ramps can also be set. - TMS pedal mode can be deactivated. - Automatic differential lock can be activated or preselected. (FS25_VehicleControlAddon or FS25_EnhancedVehicle required) - Efficient operation of the machine at maximum performance. - The clutch must be engaged to start the engine. Classic CVT: - Number of drive ranges can be configured. - Drive ranges are shifted manually. Modern CVT: - Two drive ranges shift automatically – you hardly notice it. - The parking brake is activated as soon as you leave the driver's seat. (FS25_VehicleControlAddon or FS25_EnhancedVehicle required) - Low-speed concept for efficient operation. - Convenient operation thanks to fewer settings required. - Pull-in turn possible. Hydrostatic and HST drive: - Two basic variants can be selected via the GUI. - In this configuration, acceleration ramps are used as speed steps. - Both drives use a percentage-based accelerator pedal. - With the hydrostatic drive (older version): Hand throttle required for A. Top speed B. Increased pump power (e.g., for front loaders) - The newer version regulates many things automatically, but hand throttle remains helpful. - If FS25_VehicleControlAddon is active: Parking brake must be applied to start the engine. Heat, overheating, and wear: - Engines must warm up, otherwise increased wear occurs. - Improper use/incorrect adjustment can cause transmission damage. - High oil pressure can trigger overheating and wear. - Engine temperatures are only synchronized with FS25_DashboardLive in multiplayer. (DBL must be active) Influence on functions and influencing factors: Engine braking effect: - Dynamically calculated based on: Weight, speed, wind, Incline, decline, engine speed, power, ramp selection, etc. Starting the engine: - Continuously variable: Clutch must be depressed. - Hydrostatic: - Parking brake active (with VCA) - Hand throttle to 0 Drive ranges: - Two standard ranges (I / II), expandable for classic mode. - Level II: Road, light work - Level I: Field work, heavy load - Torque and maximum speed adjusted - Key assignment per level or switchable possible. - Only change when stationary (to avoid damage) - Modern configuration: automatic control Acceleration ramps: - 0 to 5 levels - Influence acceleration and deceleration - High pressure for heavy equipment - at high ramps - Ramps 4–5 are more suitable for empty runs - For light field work: ramp selection depends on the equipment Further detailed explanations and tutorials: in the Wiki on GitHub. Virtually all values/settings are available and usable with FS25_DashboardLive. Likewise, telemetry output for telemetry from Upsidedown. e.g., automatic work lights currently active. Further information in the Wiki. Feedback and bug reports (and Wiki) are welcome at: https://github.com/SbSh-DNA-ModDing/FS25_CVT_Addon_Dev please. - Changelog: 2.1.0.0 - Glow plug notification was visible to all clients. - Fixed HST sync error in multiplayer. - HST/hydrostat can now change direction via keybind, which some real-life vehicles have. - Requirement to press clutch for starting is now configurable. - Removed EV support due to multiplayer incompatibilities. - Added differential keybindings for VCA. - Added DLC vehicles to the shop. - Separate keybinding for pipe light. - Keybinding to manually switch between top and bottom lights. - Shop config is enabled by default but configuration remains inactive, allowing mission vehicles to be set. - Added keybindings for shifting driving ranges up and down. - Added PT and ES community translations. - Fixed issue where manual vehicle engines stalled immediately after preheating. - Engine heats up or cools down while outside the vehicle when used with FS25_DashboardLive. - Expanded and optimized DBL telemetry output.

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