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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
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.
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.
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.
I like this part, it's as it should be imho. (And anyone who has ever owned a car should already understand that.)