Farming Simulator 25

Farming Simulator 25

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Machine repair doesn't work
Machine repair doesn't work or only works on some tractors and there are half of them.I tried to repair the grain combine and it cost me 10k but it still shows me that it is not repaired. I repaired a tractor and after 5 minutes of playing, the tractor was half worn out...has anyone else experienced something like this?
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Showing 1-9 of 9 comments
Is there anything attached to the tractor or combine? (like a plow or a header for instance?) The wear meter you see reflects the status of everything attached to the vehicle, not just the vehicle itself.
That's probably repainting you're looking at, not repair.
Frag2000 Jan 20 @ 8:56am 
Originally posted by dogwalker1:
Is there anything attached to the tractor or combine? (like a plow or a header for instance?) The wear meter you see reflects the status of everything attached to the vehicle, not just the vehicle itself.

This. I am sure 90% that it is your problem. Always detach your accessories to check. The meter shows the total of all parts added together.

By the way, the repair price are ridiculous. The tractor is breaking down WAY too quickly for the price it cost to fix.

The way I went around that is that I use a cheat to reimburse 75% of the repair cost. It seems better balanced this way.
Last edited by Frag2000; Jan 20 @ 8:58am
Originally posted by Frag2000:
Originally posted by dogwalker1:
Is there anything attached to the tractor or combine? (like a plow or a header for instance?) The wear meter you see reflects the status of everything attached to the vehicle, not just the vehicle itself.

This. I am sure 90% that it is your problem. Always detach your accessories to check. The meter shows the total of all parts added together.

By the way, the repair price are ridiculous. The tractor is breaking down WAY too quickly for the price it cost to fix.

The way I went around that is that I use a cheat to reimburse 75% of the repair cost. It seems better balanced this way.


yes is my fault ..i see now if i detach the header the repair is full
dogwalker1 Jan 20 @ 10:16am 
Originally posted by Frag2000:
The way I went around that is that I use a cheat to reimburse 75% of the repair cost. It seems better balanced this way.

There is also a mod on Modhub the reduces that wear rate by 50%. I find that is a reasonable solution. Without it, it seems like you are repairing more often than fueling the vehicle. With this mod I don't mind the actual repair costs per wear rate.
Last edited by dogwalker1; Jan 20 @ 10:18am
Bahamut Jan 20 @ 10:32am 
While the wear rate may seem excessive, please keep in mind that the game defaults to 5x speed, 1 day per month. So 1 in-game day is approximately equivalent to 30 days, and one irl hour is equal to 5 in-game hours. So doing a little math, 1 ingame hour is approximately 1.25 days, and one irl hour is approximately 6.25 days. Equipment hours are measured in real-time hours, so a tractor that has 1.0 hour on it has effectively been running for 6.25 days, or 150 hours.

Not saying that the wear rate isn't an issue, but just to keep some perspective about how much wear and tear the equipment is needing to simulate.

Also, equipment that has a lot of hours on it will wear out quicker. One of the reasons that buying used can be more expensive than buying new, depending on how often you use a piece of equipment.

And last I checked, the wear bar on the HUD shows the lowest wear of the attached equipment, not a sum/average of the wear.
Last edited by Bahamut; Jan 20 @ 10:32am
dogwalker1 Jan 20 @ 10:42am 
Originally posted by Bahamut:
While the wear rate may seem excessive, please keep in mind that the game defaults to 5x speed, 1 day per month. So 1 in-game day is approximately equivalent to 30 days, and one irl hour is equal to 5 in-game hours. So doing a little math, 1 ingame hour is approximately 1.25 days, and one irl hour is approximately 6.25 days. Equipment hours are measured in real-time hours, so a tractor that has 1.0 hour on it has effectively been running for 6.25 days, or 150 hours.
The problem I see with that logic is that you are charged the same amount of repair for doing a given field (and making the same amount of revenue from it) no matter what you set the time factor to. It's not like you're making 5x more than 1x by playing at 5x speed instead of 1x. As I see it the time factor is kind of irrelevant. The question is more 'how much wear per acre worked is reasonable?' Edit: and I mean reasonable in terms of game balance obviously, as there is some scaling going on regardless. eg: field sizes we're working are much smaller than what you'd use that same same equipment for irl, and crop prices and yield quantities are also scaled no doubt. So it really is down to 'forget reality, what sort of scaling works for your play time & style'?
Last edited by dogwalker1; Jan 20 @ 10:58am
Bahamut Jan 20 @ 11:13am 
Originally posted by dogwalker1:
Originally posted by Bahamut:
While the wear rate may seem excessive, please keep in mind that the game defaults to 5x speed, 1 day per month. So 1 in-game day is approximately equivalent to 30 days, and one irl hour is equal to 5 in-game hours. So doing a little math, 1 ingame hour is approximately 1.25 days, and one irl hour is approximately 6.25 days. Equipment hours are measured in real-time hours, so a tractor that has 1.0 hour on it has effectively been running for 6.25 days, or 150 hours.
The problem I see with that logic is that you are charged the same amount of repair for doing a given field (and making the same amount of revenue from it) no matter what you set the time factor to. It's not like you're making 5x more than 1x by playing at 5x speed instead of 1x. As I see it the time factor is kind of irrelevant. The question is more 'how much wear per acre worked is reasonable?'

I'm not saying there isn't a problem, just giving an idea about how Giants may have balanced the wear rate of equipment. While basing off of field area worked, how does that work with equipment like telehandlers or skid steers where they aren't working a field?

Also remember, that the wear rate increases as the equipment both ages and has more work-hours on it. So older, more worked equipment will wear out faster than new equipment.
dogwalker1 Jan 20 @ 11:35am 
Originally posted by Bahamut:
While basing off of field area worked, how does that work with equipment like telehandlers or skid steers where they aren't working a field?
Fair point; let's just agree that balance is going to be imperfect either way - tweaks and mods will at best let us each play the way we like.

Originally posted by Bahamut:
Also remember, that the wear rate increases as the equipment both ages and has more work-hours on it. So older, more worked equipment will wear out faster than new equipment.
I like this part, it's as it should be imho. (And anyone who has ever owned a car should already understand that.)
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Date Posted: Jan 20 @ 4:16am
Posts: 9