安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Fixes and Improvements
---Correct Transport Fever 2 carrier enums
---Primary TRAM detection via carrier=2 — no longer falls back to “road”.
---Performance optimization: weak-memo caching for carrier and role classification reduces repeated lookups and GC pressure.
---Tram-train support: correctly handles carrier=RAIL + drivingLicense=TRAM.
---Improved diagnostics: unclassified vehicles now include a best-effort model name in logs.
---Dual-mode (rail/road) vehicles: normalized price and runningCosts (set to -1) for correct internal handling.
---Safer defaults: unclassified vehicles remain 1x (no forced cargo multiplier).
Changes & Fixes
-Reworked internal logic for vehicle classification.
-Fixed: EMU/DMU & MU detection.
---Updated the detection logic to properly recognize MUs even if:
---the metadata.id is missing, or
---the mod does not define seatProvider or drivingLicense.
---Works correctly with all modern EMU/DMU mods.
-Improved: Carrier detection.
-Improved: Safe classification & fallback.
-Optimized: Cleaner, faster and more stable codebase.
Yes, there is a running cost slider - but it's for all types of vehicles at once (should be same splits as for the capacity multipliers). And even more importantly, the range of this slider is such that you can only lower the costs below default. You cannot increase the costs to match higher capacities.
The mod works very well, but when I try to make my buses realistic, my trucks become unrealistic.
You have a seperate mod for that....
Would believe it would be something like adding dynamic arrays but i don't really know lua :(
Its quite simple. You have add stuff in two mod files.
Just open the mod.lua and add Default as word to the value line for the key=priceRunningCost
values = {_("1/20"), _("1/18"), _("1/16"), _("1/14"), _("1/12"), _("1/10"), _("1/9"), _("1/8"), _("1/7"), _("1/6"), _("1/5"), _("1/4"), _("1/3"), _("1/2") , _("Default")},
Should be around line 80.
Then edit the file \res\scripts\constants.lua and add a 1.0
priceRunningCost = {0.05, 0.05555555555555555, 0.0625, 0.07142857142857142, 0.08333333333333333, 0.1, 0.1111111111111111, 0.125, 0.14285714285714285, 0.16666666666666666, 0.2, 0.25, 0.3333333333333333, 0.5 , 1.0} .
Should be around line 9.
As you can see you can modify nearly every thing what the Sliders values could have.
First is the basic version with the easiest usability.
Second is then the "Pro Edition" :-).
Because from consistency standpoint it would be sad if you are dropping the category related cost/maintenance slider. I would love the idea to be able to adjust the prices etc.
Especially for veterans and experts its great to give the game another level of challenge ...
Just my two cents and of course you are the one to decide.
I personally am convinced that the mod will be a success with even more options and sliders :=)
Great way to reduce the cost globally.
The cherry on top would be to be able to adjust the cost for each category.
(Multiple Units, Passenger Wagon, Cargo Wagon, Road Vehicle.)
Means a Cost slider for each category and on top the global one which can be set to 1.
BR
Proud Wingman