



Real Fuel Consumption makes your tractors, combines, self-propelled machines and trucks use diesel according to the power their engines are actually delivering. There is no fixed multiplier deciding everything anymore.
When you drive, the fuel calculation follows PTO use, slopes, weight, draft, engine speed, working conditions and rolling resistance. Trucks also deal with air drag and road rolling resistance. The mod changes fuel usage only, so your vehicles do not slow down and do not drive differently.
Features
- Engine power and rpm matter. Keep the same load but use fewer rpm, and the machine burns less.
- Plows, cultivators, disc harrows, subsoilers and seeders get real draft from their working width, speed and depth. Compatible with Variable Working Depth.
- Each wheel calculates rolling resistance from the ground and its moisture. Mud costs more fuel.
- Trucks have their own truck engine calculation with air drag and road rolling resistance included. A load or an uphill road means higher fuel use.
- AdBlue keeps the same ratio to diesel. Cars, electric vehicles and methane vehicles use the game’s calculation.
- Switch engine modes with Alt+J:
- ECO limits rpm to the peak-torque speed of the engine and makes the throttle smoother. It saves fuel when the machine has power to spare, but at full load the saving is barely there.
- STANDARD uses the factory engine.
- POWER gives quicker throttle response and +10 % power in transport and with the PTO working, like John Deere’s IPM. The fuel needed for that power is included too.
- You hear a dashboard switch click when you change engine mode.
- Check fuel use below the fuel gauge, in the same size as the Advanced Damage System reading. The number takes the mode’s color and uses l/h, kW on electric vehicles or kg/h on methane vehicles.
- The mode icon sits beside the speedometer. It has one spot with Advanced Damage System and another spot without it, and both follow the game’s HUD scale.
- Open the fuel report with Ctrl+J. It gives you liters, engine hours, average l/h, the split between modes and estimated cost for each vehicle and for the farm.
- You can also see liters per hectare in the field, liters per 100 km on the road and the time spent stopped with the engine running.
- Open the settings through ESC > Game Settings.
- Choose Real consumption, or x1.25 to x3 when you want a harder game.
- Options cover real draft and rolling resistance, engine modes, notifications, the fuel HUD and the mode HUD.
Compatible with:
- Multiplayer and Dedicated Server
- Advanced Damage System, whose breakdown surcharge is added to the real consumption
- Variable Working Depth
Changelog
V1.6.2.0
Fuel report, Ctrl+J: The new compact report puts session and total results beside each other in a table. You get fuel, engine hours, average, cost, l/ha in the field, l/100 km on the road and idling there. A bar shows how long each engine mode was used, and the farm total sits on one line. Before this update, the field, road and idling information did not fit on the screen anymore.
Engine modes: ECO used to make the throttle softer, but it did not reduce engine speed, so the fuel saving was barely noticeable. Now CVT and hydrostatic machines lower engine speed when extra power is available and bring it back at full load, without losing top speed. A combine at 20 km/h runs about 350 rpm lower and uses about 14 % less.
POWER keeps the engine high on CVT and hydrostatic machines, close to rated speed while driving. That keeps the power ready immediately, with a small extra fuel cost at partial load.
With an automatic gearbox, including trucks, cars and powershift machines, ECO shifts up earlier. POWER waits longer to shift up and shifts down sooner on climbs.
As soon as you are working, threshing, using the PTO, running an implement or operating a switched-on machine, the mode affects fuel use. ECO burns 8 % less at partial load and 4 % less at full load. It also has 7 % less pulling power, so it feels heavier. POWER burns 5 % more. Previously, the three modes used almost the same fuel when threshing or using the PTO.
POWER now gives combines +8 % power during threshing. Tractors still get +10 % in transport and PTO work.
POWER’s faster throttle now kicks in when you ask for more power by pressing the pedal or accelerating. At steady speed, CVT machines stop hunting up and down through engine speed.
Multiplayer: Fuel Consumption HUD and Engine Mode HUD are now saved with the savegame, just like the other settings. If the host switches them off, every player has them off. Before, other players could still see them. Compatible with savegames from 1.6.0.0. Multiplayer and Dedicated Server supported.
V1.6.0.0
New: Trucks now use a truck engine calculation for fuel and include air drag and road rolling resistance, which the game did not include. Driving loaded or uphill uses more: a 40 t truck at 80 km/h uses about 32 l/100 km, while an empty one uses about 23.
Subsoilers and seeders now consume what they really use. In the game before, a 6 m seeder hardly pulled anything.
POWER adds power like John Deere’s IPM, with +10 % in transport and while the PTO is working, and the fuel cost of that power is part of the calculation.
Changing modes now comes with the click of a dashboard switch.
rfcConsumo shows liters per hectare while you work and liters per 100 km on trucks.
Fixed: The icons no longer cover the fuel report.
Changed: The mode icon gets one position with Advanced Damage System and another without it. It also appears without letters or a change-mode message. Compatible with savegames from 1.5.0.0. Multiplayer and Dedicated Server supported.
V1.5.0.0
Engine mode key, front loader arm would no longer move: J was used for changing the mode, but the game uses J by default to raise and lower the front loader arm. Other implements use that key too. When two controls share a key, the game leaves only one active, and for many players that left the loader arm unable to move.
The engine mode now uses Alt+J. If you were using J, the mod changes it once automatically and tells you on screen. If you had already chosen a different key, that setting stays.
You can change the key whenever you want under Options > Controls.
More realistic fuel consumption: Tractors, harvesters and self-propelled machines now use fuel based on the power produced by the engine. Loaded vehicles, uphill driving and work use more, while unloaded vehicles use much less.
A large tractor at full load now burns around 64 l/h instead of the previous 183 l/h.
Plowing, cultivating and discing use more according to working width, speed and depth. Compatible with Variable Working Depth.
Mud and cultivated soil increase consumption compared with stubble or roads.
The extra fuel use is all the mod changes. It does not slow the machine or change how it handles.
Trucks, cars, electric vehicles and methane-powered vehicles keep using the game’s original calculation.
Engine modes: ECO reduces engine RPM and smooths the throttle. When there is extra power available, it saves fuel, while the saving is minimal at full load.
POWER makes the throttle respond faster.
Engine modes no longer reduce power or limit the top speed.
Settings: The new Consumption setting offers Real by default, or x1.25 to x3 for increased difficulty.
Realistic Traction & Rolling Resistance is a new setting that can be enabled or disabled.
Base Multiplier, Load Sensitivity, Work Type Bonus and RPM Sensitivity are gone. The calculation now handles everything automatically.
HUD: Fuel consumption appears below the fuel gauge, at the same size as the ADS reading. Its color follows the chosen mode: green ECO, gray STANDARD and red POWER. It appears instantly.
Electric vehicles show their consumption in kW, and methane vehicles show kg/h.
The icon and reading follow the game’s HUD scale.
Report, Ctrl+J: While working in the field, the report shows liters per hectare. On the road it shows liters per 100 km, and it also records engine running time while stationary.
Every vehicle shows the correct fuel unit and fuel price.
Fixes: Dedicated Server clients no longer always get 0.0 l/h.
When Advanced Damage System increases fuel consumption, this mod no longer stops on that vehicle. Both consumption values are combined now.
Vehicles excluded from Advanced Damage System keep their fuel consumption display.
Truck brake air pressure no longer uses fuel as though it were real fuel consumption.
Savegames from 1.4.x work without starting a new game, and their accumulated report data is preserved. Old consumption settings are not carried over, so each savegame starts with Real consumption. Multiplayer and Dedicated Server supported.





