Releases: id577/FS25_AdvancedDamageSystem
0.9.2.4-beta
- ADS Settings relocated: they are now located next to the ADS Fleet Management menu.
- Significantly expanded the list of available options in settings.
- Added several new tutorial hints.
Important
Support the Project
Advanced Damage System is a passion project, and I’m doing my best to make it more realistic, stable, and enjoyable for the FS25 community.
If you like the mod and want to support its development, your donation would mean a lot. Continued development depends heavily on the time I can afford to dedicate to the project, and your support helps me choose development over extra paid work.
Every donation helps me keep working on new features, fixes, and improvements.
Thank you for helping keep ADS alive and growing.
Donate via DonationAlerts · Donate via Coindrop · Donate via Ko-fi - please include 'ADS' in the donation message.
0.9.2.3-beta
- ADS settings have been moved to a separate tab to allow adding more settings in the future without cluttering the Game Settings section.
- Fixed incorrect application of the ADS specialization to "conveyorBelt".
- Fixed a bug that prevented changing the movement direction when pressing Space (issue #111).
- Fixed a bug that prevented viewing the last report after inspection (issue #112).
- Added the ads_setOperatingTime console command to set operating hours (since Easy Dev cannot set operating hours for ADS equipment).
0.9.2.2-beta
0.9.2.2:
- Added optional tutorial tips that help players understand the mod’s mechanics and warn them when they are using machinery incorrectly. Available in singleplayer only.
- Added Hungarian translation by makamhun.
- Added Portuguese translation by etrigo1.
0.9.2.2b:
- Updated the look of the hint panel and added the ability to close it with a left-click (or A / X on a controller).

0.9.2.1-beta
- Added new tabs for vehicles currently undergoing service to easily track completion times. A dedicated tab for non-ADS equipment has also been added, creating a centralized hub for your entire fleet.
- Added compatibility with Ingame Time Operating Hours mod. Service intervals now scale dynamically based on the current time scale (time acceleration).
- Resolved an issue where the script would enter an infinite loop if no valid damage types were available to be added to the system.
- Fixed a bug where certain modded vehicles failed to warm up while idling.
- Fixed an issue causing excessive hydraulic system stress on harvesters due to incorrect PTO (Power Take-Off) angle detection.
- Relocated the overdue service indicator to ensure compatibility with the Enhanced Vehicle mod (fixing the overlap with the EV odometer).
- Mobile and owned workshops now operate 24/7 (ignoring standard operating hours)
- Added Brazilian Portuguese translation by gustavojpa20
- Added Korean translation by ppananaa
0.9.2.0-beta
- Significant rebalancing of system wear factors.
- Enabling the "Quick Inspection" setting while an inspection is in progress now completes it instantly.
- Enabling the "Park Vehicle" option during service procedures now applies immediately to vehicles currently being serviced.
- Warnings for cold or overheated engine/transmission now appear as a single notification instead of staying on screen.
- Added dashboard alerts for vehicles experiencing critical loads.
- Redesigned dashboard indicators with added sound effects upon activation.
- Added an option to disable all warning messages (cold engine, overheating, breakdowns).
- Fixed engine and CVT temperature synchronization when the engine is under load.
- Battery capacity setting changes now apply correctly and no longer cause mass discharge across all batteries.
- Maintenance Log: Fixed the counter for repaired breakdowns in the maintenance log.
- Fixed an issue where queuing service procedures (e.g., "Do X after Y") caused unintended vehicle repainting and unexpected charges.
- Fixed an issue where AutoDrive AI ignored critical breakdowns and continued driving.
- Minor UI improvements.
0.9.1.2-beta
- Added compatibility with CVT Addon. If a CVT Addon gearbox is configured on the vehicle:
- CVT Addon now fully manages transmission wear, including condition loss and stress accumulation.
- CVT Addon controls the CVT transmission temperature instead of ADS.
- Synchronized UI indicators between CVT Addon and ADS.
- Standard ADS transmission breakdowns are disabled and replaced with a unique breakdown type specifically for CVT Addon.
- ADS Limp Mode triggered by transmission temperature is disabled. - Expanded the adjustment ranges for service interval and vehicle lifespan in the settings.
- Scaled breakdown progression and other time-based mechanics to align with custom service interval and vehicle lifespan values.
- Fixed: Incorrect synchronization of engine hours in multiplayer.
- Fixed: Incorrect calculation of current service interval progress during vehicle initialization.
- Added Polish translation by PolishAgro.
- Added Spanish translation by KCHARRO.
- Minor UI fixes and improvements.
0.9.1.1-beta
- Increased interaction and connection distances for jumper cables
- Implemented a filter for system wear and stress accumulation that dampens sustained high-value factors while allowing short impulses to pass through
- Added new configuration options and expanded the adjustment ranges for existing ones
- Rebalanced wear factor multipliers (generally reduced for better gameplay balance)
0.9.1.0-beta
- Reworked stress accumulation: stress can no longer exceed the current condition level of its system. When stress reaches condition, a breakdown occurs instantly
- Returning leased ADS vehicles now applies penalties for active breakdowns and overdue maintenance. Compatible with Extended Leasing
- Fixed: lubrication on harvesting vehicles now decays correctly instead of always staying at a normal level
- Fixed: harvesting activity is now detected correctly for work process wear calculations and for checking the presence of large debris
- Radiator and air intake clogging speed is now tied to the selected service interval length, allowing better adaptation to different gameplay styles
- Removed the long harvest factor from the work process system
- Reworked the fuel system's High Pressure Factor: it is now triggered by high fuel consumption instead of indirect engine load
- Fixed incorrect data display in the maintenance log and inspection report
- ADS now controls the vanilla engine temperature value
- Fixed a bug where the battery could discharge too quickly when AI tried to start a vehicle while ENGINE_HARD_START_MODIFIER was active. As a temporary solution, AI is immune to ENGINE_HARD_START_MODIFIER
- ADS now controls operating hour accumulation for ADS vehicles, so hours continue to accumulate even when the player leaves the engine running
0.9.0.0-beta
⚠ WARNING: Due to extensive changes in the core systems of the mod, bugs are possible after updating
⚠ WARNING: Backing up your savegames before installing this version is strongly recommended
⚠ WARNING: Compatibility with previous versions of the mod is not guaranteed
⚠ WARNING: If you decide to update an existing save, it is recommended to complete all workshop procedures and repair all active breakdowns before installing the update
New Feature: Multiplayer Support
- Added multiplayer support (big thanks https://github.com/Squallqt)
New Feature: Systems
- Each vehicle now has its own set of systems depending on its type, such as engine, transmission, chassis, and others
- Each system has its own condition values, stress level, and wear factors
- Each system also has its own set of unique breakdowns
New Feature: Stress System
- A new stress system has been added for individual vehicle systems
- Incorrect use of machinery can now increase stress in a specific system
- The higher the stress level, the higher the probability of a breakdown occurring in that system
New Feature: Battery and Alternator Simulation
- Added advanced simulation of the vehicle electrical system, including battery and alternator behavior
- The battery can now discharge, and the alternator can fail
- Vehicles with a dead battery can now be jump-started using Jumper Cables
New Feature: Pre-Shift Inspection
- Added the ability to perform quick pre-shift vehicle inspections
- During an inspection, some breakdowns can be detected if they have visible symptoms
- Inspections can also be used to assess radiator and air intake contamination, as well as the lubrication state of the vehicle
Rework: Breakdowns
- Added many new system-specific breakdowns, and reworked existing ones
- Breakdowns now occur depending on which operating factors were violated the most
- For example, if a vehicle frequently brakes while hauling a very heavy trailer, a brake system failure becomes more likely
Rework: Workshop
- The workshop has been reworked to fully match the new multi-system vehicle model
- Preventive maintenance can now be performed to reduce the probability of future breakdowns
- Repair options have also been significantly revised and aligned with the new system
- Overhaul can now be performed for an individual system, such as the engine
New Feature: Service Tools
- Added new shop items for daily service work
- Air Blower can be used to clean the radiator and air intake directly in the field
- Grease Gun is intended for lubricating more complex machinery, such as combines
- Jumper Cables are used to jump-start vehicles with discharged batteries
New Feature: Fleet Management Menu
- Added a dedicated menu for managing all of your Advanced Damage System vehicles
- From this menu, you can review current service intervals, open the maintenance log, and view the latest service report
Important
Feedback Requested
At the moment, the mod contains hundreds of variables, and some of them may not yet behave exactly as intended.
Breakdowns may occur too often in some cases, or not often enough in others.
I need your feedback to fine-tune the system.
Advanced Damage System collects statistics about how you use and operate your vehicles.
Just play the game the way you normally do, then share your savegame and your observations here: #41
This will help me balance and tune the systems much more accurately.
For a full overview of the updated mechanics, please read the README on the main GitHub page of the mod.
0.8.5.3-beta
v0.8.5.2
⚠ WARNING: Due to major changes in the workshop logic, critical bugs may occur. Please back up your save files before installing.
⚠ WARNING: Complete all active workshop procedures before installing this update.
⚠ WARNING: Localization was done by AI and may contain inaccuracies or context mismatches. Please report any issues you find.
⚠ WARNING: Mod settings in the in-game options menu have been revised. All values will be reset to their defaults.
Rework: Workshop
- Each service procedure now has multiple options that affect its duration, cost, and quality
- A repair procedure can now be triggered automatically after an inspection if the corresponding option is selected (also available for maintenance)
- Any procedure can now be interrupted, locking in the current result (no refund will be issued)
- Minor UI changes: added buttons to view the maintenance log and the last report; added a percentage progress indicator for the current procedure
New Feature: Reports
- A standard report is now generated after an inspection, maintenance, or overhaul. It contains information about the vehicle's condition and service recommendations
- A full defectoscopy now generates a significantly more detailed report with comprehensive technical data, including exact numerical values for all key parameters
Other
- In-game mod settings have been revised to be clearer and more intuitive. A new option to enable debug mode has been added
v0.8.5.3
Rework: AI Worker Control System
- Reworked the system that prevents overheating and overloading of AI-operated vehicles.
It now operates smoothly without oscillations and is overall more sophisticated
New Feature: Warranty
- New vehicles are now covered by a warranty (20 operating hours or 1 in-game year)
- Repairs are free of charge during the warranty period
- The warranty is voided if the service interval is exceeded
- A balance change intended to encourage players to purchase new equipment
Changes: Overhaul
- Overhaul effectiveness now decreases with each subsequent overhaul performed on the same vehicle
Balance
- Increased the impact of negative factors on vehicle wear
- Increased the cost of repairs at the mobile workshop (call-out fee)
Other
- Minor UI changes
