Collision Damage - v1.0.0.0
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Description
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This script mod extends the damage system in Farming Simulator 25. Vehicles, trailers and tools can receive additional damage after stronger collisions. The mod uses the game's existing damage system. It does not add visible deformation, but the normal vehicle damage value increases and can be repaired as usual.

What the mod does
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The mod monitors usable vehicles and checks whether a stronger impact has occurred. Damage is only applied when an impact is plausible. The checks include speed, speed loss, direction change and confirmed contact with a foreign collision object.

The mod can detect:
- frontal collisions with buildings, walls, trees or other obstacles
- angled and side impacts
- impacts involving heavy or slow machines, such as combines
- collisions between usable vehicles, trailers and tools

Counterpart damage for vehicles and tools
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When two usable vehicles, trailers or tools collide, the hit object can also receive damage. Example: if tractor A hits tractor B, tractor A receives the calculated collision damage. Tractor B receives the same additional damage amount if it has its own damage system in the game.

This also applies to separate trailers or tools with their own damage system. Attached tools or trailers belonging to the currently driven vehicle train are not counted as a second crash participant, so normal maneuvering with attached equipment is not punished twice.

What does not receive additional damage
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Static obstacles are not damaged. Buildings, walls, trees, terrain, water planes, map boundaries and common interaction areas only act as crash obstacles. They do not receive damage themselves.

AI traffic and other objects that are not handled by the game as damageable vehicles, trailers or tools with the Giants damage system do not receive counterpart damage either.

False trigger protection
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The mod is designed not to punish normal driving. Slow maneuvering, braking without contact, own vehicle parts, attached equipment of the same vehicle train, map boundaries and common interaction triggers are filtered out. After damage is applied, a short cooldown prevents the same impact from being counted several times in a row.

Multiplayer
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Damage calculation runs on the server side. In single player, this is the local game. In multiplayer, the host or server calculates collision damage; clients do not write their own damage. The damage value is saved and synchronized through the existing Giants damage system.

Installation
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Place the ZIP file unchanged in the Farming Simulator 25 mods folder and activate the mod when starting a savegame. You do not need to unpack the ZIP file.

Settings
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The most important technical values are located at the top of scripts/FSCollisionDamage.lua. Advanced users can adjust values such as minimum speed, damage amount, cooldown and counterpart damage there. No changes are required for normal gameplay.

Notes
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This mod does not replace real crash physics. Detection depends on how vehicles, tools and map objects provide their collision shapes in the game. An object can only receive counterpart damage if the game exposes it as a damageable vehicle, trailer or tool with its own damage system.
