Nice work, appreciate the effort. This makes me think a mod for "overhaul" where it resets the hours on a vehicle (simulating a powertrain replacement) at a fixed % of base vehicle cost would be neat. I know There's a mod that allows you to set repair interval but I'm uncertain if that affects the amount of damage taken or the number of hours required to take the baseline damage- mathematically I don't think it necessarily matters whether it's one or the other, but if it's the latter then you're just not repairing as frequently.
Absolute legend! Not seen Farmer Cop's stuff yet, gonna go watch next, but think this is fairly comprehensive. (Especially with the minimising repair cost trick you shared t'other day). Thanks DS.
You have proven what I have been telling people for awhile. People really get worked up about the age of the equipment. Does it have an effect? Minimal. Just repair often, you should be fine. If you have equipment for 50 game years, you are taking more damage. But you deserve a trophy just for that accomplishment alone. ha. Great video.
@@DisTurbedSimulations , thanks for doing what was clearly a LOT of work to get the data for this video, it is really appreciated. I was quite reassured to find that after 50hours the scaling of damage plateaus at 400%, as my three Saxthorpe workhorse tractors (a JCB 3230, a JD7R 330 and a Unimog with 241 Tuning) all now have 50+ hours on the clock! So might as well keep them and run them into the ground now.... Is there any upper limit in FS22 - I ask as in FS17 when you got to 200 operating hours you could no longer repair the tractor, and at 100% damage it caused repeated cutting-out of the engine (rather gutting when it was a venerable NH T8 410 that became useless, and by then the trade in value was peanuts).
Really nice distillation of something complex into something I can understand! Is resale value based on age or operating hours? Would help to work out the best replacement cycle length, although wonder if there are too many factors involved
Great video D/S you collected a lot of data and spent a lot of time the sales vehicles could be a nightmare only because of the hours to age variables and % on sale but fantastic work as always 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
I'm expecting used to work exactly like new - based on the purchase price of the vehicle with the extras installed as new. The aging, damage rate, etc would be identical to this test per the age, hours, etc.
Yes, it's more how the reduction in cost due to sale price maps to vehicle value and repair. I.e. is a 2 year old used tractor with 50 hours more or less to repair than brought new and then used for that amount of time
@@DisTurbedSimulationsTo be fair, I was surprised to find that you should buy a base tractor, and then add options using workshop customization, rather than add the options at purchase. So, it's entirely possible that the repair cost, is based on the used purchase price (again don't customize there - accept the "free" included stuff).
This makes me wonder if leasing up to the 30 hour or 20 hour mark if you’re using lease to own would be the more cost effective option than owning. Because the percentage looks like it really starts to go up around 30 hours. 🤔
Repair costs increase pretty much linearly from 0 hours, I am curious if leasing and returning when damaged might be cheaper. These two videos might interest you th-cam.com/video/3jxcsS_p8LY/w-d-xo.html th-cam.com/video/_1hxZsvyD2A/w-d-xo.html
Nice work, appreciate the effort. This makes me think a mod for "overhaul" where it resets the hours on a vehicle (simulating a powertrain replacement) at a fixed % of base vehicle cost would be neat. I know There's a mod that allows you to set repair interval but I'm uncertain if that affects the amount of damage taken or the number of hours required to take the baseline damage- mathematically I don't think it necessarily matters whether it's one or the other, but if it's the latter then you're just not repairing as frequently.
That's a very cool idea
Absolute legend! Not seen Farmer Cop's stuff yet, gonna go watch next, but think this is fairly comprehensive. (Especially with the minimising repair cost trick you shared t'other day). Thanks DS.
Glad you enjoyed it, and you should definitely check out Farmcop's videos. He tests some other random stuff in one of the videos
Great analysis. Thank you for doing the research and sharing with us. I really appreciate the time you put in.
Glad you enjoyed it!
You have proven what I have been telling people for awhile. People really get worked up about the age of the equipment. Does it have an effect? Minimal. Just repair often, you should be fine. If you have equipment for 50 game years, you are taking more damage. But you deserve a trophy just for that accomplishment alone. ha.
Great video.
Years yes, hours is the killer. work hours have a huge effect on damage taken and therefore repair cost.
@@DisTurbedSimulations , thanks for doing what was clearly a LOT of work to get the data for this video, it is really appreciated.
I was quite reassured to find that after 50hours the scaling of damage plateaus at 400%, as my three Saxthorpe workhorse tractors (a JCB 3230, a JD7R 330 and a Unimog with 241 Tuning) all now have 50+ hours on the clock! So might as well keep them and run them into the ground now....
Is there any upper limit in FS22 - I ask as in FS17 when you got to 200 operating hours you could no longer repair the tractor, and at 100% damage it caused repeated cutting-out of the engine (rather gutting when it was a venerable NH T8 410 that became useless, and by then the trade in value was peanuts).
Really nice distillation of something complex into something I can understand! Is resale value based on age or operating hours? Would help to work out the best replacement cycle length, although wonder if there are too many factors involved
Thanks. I think resale will be a combination of both.. and now I have more to test :)
Great video D/S you collected a lot of data and spent a lot of time the sales vehicles could be a nightmare only because of the hours to age variables and % on sale but fantastic work as always 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
Yup it will be ha red d to do something concrete, but should be able to get an idea as the discount range is fairly consistent
I'm expecting used to work exactly like new - based on the purchase price of the vehicle with the extras installed as new. The aging, damage rate, etc would be identical to this test per the age, hours, etc.
Yes, it's more how the reduction in cost due to sale price maps to vehicle value and repair. I.e. is a 2 year old used tractor with 50 hours more or less to repair than brought new and then used for that amount of time
@@DisTurbedSimulationsTo be fair, I was surprised to find that you should buy a base tractor, and then add options using workshop customization, rather than add the options at purchase. So, it's entirely possible that the repair cost, is based on the used purchase price (again don't customize there - accept the "free" included stuff).
This makes me wonder if leasing up to the 30 hour or 20 hour mark if you’re using lease to own would be the more cost effective option than owning. Because the percentage looks like it really starts to go up around 30 hours. 🤔
Repair costs increase pretty much linearly from 0 hours, I am curious if leasing and returning when damaged might be cheaper. These two videos might interest you th-cam.com/video/3jxcsS_p8LY/w-d-xo.html th-cam.com/video/_1hxZsvyD2A/w-d-xo.html
thanks for do the reseach
Glad you found it useful