American Truck Simulator

American Truck Simulator

More realistic economy
59 条留言
Cyco 2 小时以前 
I also have a few questions:

1. All jobs have a delivery window, which gets smaller the higher the difficulty. Also found settings about that in your economy.sii file. Being late makes you get less money and xp, but i never found anything negative if you are early. Do you know what the drawbacks of being early are? Or if there are none, would it be possible to maybe extend unloading times, to make up for being early? Like when delivering to a small warehouse, and simply all spaces for trailers are full, up until you are "allowed" to deliver.

2. Would it be possible to integrate one "coffee break" per day? Split the driving hours in two, with one long sleeping break, and one coffee break in between.

Anyways, thanks in advance for answering, and a big thanks for making those amazing mods!
Cyco 2 小时以前 
@un.nahbar: Hi,

I've really been enjoying your mods. First just your traffic mod, now i started a new hard career with this economy mod.

An idea that i had, and executed it myself, with very limited modding capabilities: Rusty and dirty trucks and trailers are cheaper in real life, so i edited a few skins to have negative value, so i could afford for example a "cheap and run down" trailer. Unfortunately this has limitations, since you can only configure new vehicles. But i think the idea is valid, so you can choose between a really capable truck in bad condition, or a newer, but less capable truck. Or trailer for that matter. Just my execution is not what i would like, but what i could do. I also took the "dirty and old" wheel pack, and gave them negative values, so the price of a truck goes down. Maybe there would be a way to integrate this idea into your mod, i just wanted to share because i thought it was fitting.
un.nahbar  [作者] 10 月 20 日 上午 9:57 
@Ced, regarding my reasons for removing the level limit for purchasing vehicles, trailers, and accessories, I've already explained this in the release notes for version v2.10(1.55) . For me, the economic aspect of this mod is paramount. And just like in real life, anyone with the money can buy anything they want... Well, almost anything. A level-based system for licensing purchases contradicts this idea, in my opinion.
Ced 10 月 20 日 上午 5:59 
@un.nahbar: Hi,

Great mod for the difficulty. I only have one negative point: why unlock all the truck upgrades and not by level, like in the base game? I find it somewhat spoils the immersion of progression.
Sorry for my english, i'm french ^^
cyfywilliams87 10 月 11 日 下午 11:38 
mod of the year
anarkion 10 月 11 日 下午 9:23 
@un.nahbar thanks again! I bought a used truck and made a first maintenance, just to test: wow, 1,7k for 4% damage! Really nice to see that the maintenance will be something to look for. With fines starting at 50%, affordable used trucks can be a option. So far so good! Im really enjoying your mod.
un.nahbar  [作者] 10 月 11 日 上午 12:34 
@anarkion: Warnings will be displayed at 40% damage and more. Fining starts at 50% damage and more. The yellow check engine light in the dash board will be on at 15% damage and more. The damage of the wheels are not considered by the yellow check engine light. So therefore you only get warnings and fines by state institutions.
Why made I this big gap between the warnings given by the truck und given by the state institutions? It should be possible to use an unmaintained truck. It's up to you if you are doing oil changes, for example. But if your truck is just a pile of scrap and road safety is at risk, then state institutions have to take action.
By the way, if your truck parts are worn out, they work worse. The tires loose grip, the engine has failures, the transmission sometime strikes, and so on. Simply because you want to arrive at your destination safely and on time, you have a vital interest in keeping your truck in reasonable condition.
anarkion 10 月 9 日 上午 10:42 
@un.nahbar, thanks for reply. Another question: how the new maintenance values works on the weight check? I will receive a fine with how much damage? I´m enjoying playing with the mod so far, but i´m only doing quick jobs, accumulating money to buy a used truck.
un.nahbar  [作者] 10 月 9 日 上午 8:28 
@anarkion: I think the release notes for version version v2.4(1.55) provide a rough first explanation regarding the maintenance system. Compared to the original game, there are only adjustments to how quickly vehicle components wear out. The goal was to create realistic average maintenance and repair costs.
anarkion 10 月 8 日 下午 7:32 
@un.nahbar, can you, please, tell more about the maintenance system?
usncsniper11345 9 月 29 日 下午 12:03 
I love this mod it adds another layer of difficulty to the game and makes it so much more enjoyable. Thank you for this amazing game
un.nahbar  [作者] 9 月 3 日 下午 1:35 
@Ales: Yes, the initial phase is particularly sobering. It feels like you're just out on the road, and after deducting all the costs, there's barely anything left. Welcome to a trucker's life =).

I created a new player profile almost two months ago and started completely from scratch. Now, after about 50 to 60 in-game work days and about 120 perfectly completed jobs, I don't even have $50,000 in my wallet, and I still have well over $130,000 of the loan to pay back. It's a tough time, and you just have to go the distance... or work at Walbert's cash register ;>
mozoxi 9 月 3 日 下午 12:49 
this mod is sick I'm finally level 5 after many delivery (and some special transport wich give many XP) I'm finally going to be able to buy a truck :steamthumbsup:
骨灰喵喵 8 月 25 日 下午 9:18 
ty:hittheroad:
Ales 8 月 19 日 下午 6:05 
I love the mod and the difficulty it adds that you have to hustle, but after like 50 jobs i feel like i just break even and not sure how to get ahead to afford anything. I have the 150,000 loan with 515 repayments everyday plus gas and then any of the rare traffic violations and i just feel like im treading water. Any advice.
miker107 7 月 31 日 下午 5:31 
@un.nahbar: I should get into the habit of reading release notes. LOL. I just got startled last night when I went to the bank to check on loans. I currently have one I took out a while back for 100K , and one for 50K with about a 5 or 6% rate, but when I saw the new loans had a 96% rate it blew my mind.
un.nahbar  [作者] 7 月 31 日 上午 8:55 
@miker107: As I wrote in the v2.4(1.55) release notes: "One key number, namely the interest rate, you won't find in the game's GUI as it is written. SCS has done something completely obscure here to link the loan amount, interest rate, and repayment installments. The interest rate displayed in the game cannot be calculated using the usual interest equations alone." I don't know what they have done...
miker107 7 月 30 日 下午 7:37 
WOW, 96% interest rate for bank loans? Thought it would be more like around 9%. That can't be right.
un.nahbar  [作者] 7 月 21 日 上午 7:47 
@FredY: Like I already wrote in the mod description "...reached experience level 5 and demonstrated that you're serious about truck driving (at least 15 completed jobs), the bank will offer..."
FRed 7 月 20 日 下午 8:12 
One question, at what level is the bank unlocked? I've already passed level 5 and nothing...
un.nahbar  [作者] 7 月 20 日 上午 11:22 
Hey @Metalhead123, just let yourself be surprised... ;-)


$150K @ Level 5
$500K @ Level 10
$1M @ Level 20
$2.5M @ Level 50
$5M @ Level 100
$10M @ Level 150
Metalhead123 7 月 19 日 下午 1:13 
When do other loans unlock. I got the first one at lv5 for $150k. I'm now Lv8
Baroniys 7 月 17 日 上午 7:29 
After the last update of your modification, the interest rate at the bank changed. Realism is gone. Now you can take out a bunch of loans and pay small amounts again. Make it like it was before, so that the loans are expensive. Then it will be more realistic.
jimmyjamesdg91 7 月 15 日 下午 5:51 
I've played ATS for a mere 150 some hours. After downloading your mod, I fell like I have more of a challenge getting a new company off the ground. 40 trips in, and I'm still barely afloat. I know once I finally get enough saved for another employee I will feel much more satisfied and accomplished. I like the challenge here. Thanks for keeping this mod going!
miker107 7 月 11 日 下午 8:21 
I have enjoyed using this mod over the last couple of months. The fluctuation in pricing for jobs makes the game feel very realistic, which is the goal after all. Thank you for keeping it updated and for keeping us on our toes. It can get challenging at times. Trying to keep those fines and accidents down to a minimum, but they do creep in and hit that bank account some time. LOL
un.nahbar  [作者] 7 月 10 日 上午 7:47 
@[ Hurb ]: Let me take a closer look to the mod files... you need to reach level 20 to get the credit limit of 1M dollars. This requirement is completely arbitrarily. So, you still have do to some more hauls.

This weekend I will provide a new update. This will contain the ordinary real world adjustments and... as life sometimes goes... new bank loans. These will be bound to the real world values. Spoiler: Things will get more realistic.
un.nahbar  [作者] 7 月 9 日 上午 11:53 
@Eagle Chang: Yes, you’re right. This is due to basing the rewards on the transported good instead of the used trailer. This makes more sense.

Imagine you have to transport some car wheels. These wheels require (according to the cargo definition files) at least a curtainsider because it’s an undemanding good. But nothing (besides the cargo definition files) stops you from carrying the wheels in a reefer. A reefer is technically more complex and, of course, more expensive. And it’s for goods which are more demanding and which generate a higher reward. Taking the ordinary wheels in a reefer gives not a higher reward because it’s the same undemanding good which can also be transported on a curtainsider. If you take your precious reefer to transport “worthless” wheels it’s up to you to do so.

I decided to focus on the transported good when adjusting the cargo rewards. And, so I took the “simplest” defined trailer to calculate the value of a good and it’s reward.
[ Hurb ] 7 月 7 日 下午 12:55 
Hello, I was wondering what the requirements for the big $1,000,000 loan were. I have done 30 jobs and reached level 14 and still have not unlocked it. Thanks!
Eagle Chang 7 月 5 日 上午 3:42 
I feel like the salary per mile has been cut again in 1.55. More hardcore yet more fun.
Haginen Otsolen 6 月 29 日 上午 5:20 
You're awesome! 👌
un.nahbar  [作者] 6 月 28 日 下午 11:36 
@Haginen Otsolen: Okay. Yes, the mod has real fuel prices. Well, the prices are almost up-to-date. I try to update the prices once a week, based on the averages for the last week for every single state included in the game.
Haginen Otsolen 6 月 28 日 下午 1:43 
Damn, u're over thinking. It's all good. Im just asking if this mod have real gas price at the gas stations? I read ur post info and it don't say anything about the gas prices. That's why I ask No Gas real price? I really appreciate ur mod!
un.nahbar  [作者] 6 月 28 日 下午 1:26 
@Haginen Otsolen: Sorry, but I can't answer an incomplete question. I can only ask counter-questions. What do you mean by your question? Do you want to know if the mod doesn't have real fuel prices? Do you want to know if the mod exists without real fuel prices? Do you want to establish that the mod doesn't have real fuel prices? Or do you have something else to ask?
Haginen Otsolen 6 月 25 日 上午 9:52 
No Gas real prices?
un.nahbar  [作者] 6 月 17 日 上午 7:39 
@all: Rollback to version 1.14 done. I apologize for the inconvenience.
un.nahbar  [作者] 6 月 17 日 上午 7:18 
@GTSinc: Since I've adjusted the rewards for individual cargo units, I've also reset the abusive scaling factors, which I originally used to try to set an appropriate price level, back to "one." This may be the problem here. This scales the rewards for cargo definitions not included in the original game back to how they would appear in the unmodified game.

If you've been satisfied with the price level so far, I could offer to perform a corresponding abusive re-re-scaling as before the update. Then the cargo definitions added to the game with mods would look as they did before the update, and at the same time, I could adjust the cargo definitions included in the original game to my liking. Okay?

If so, I would first perform a rollback to the previous version of the mod, as I won't be able to make an adjustment in a very timely manner. You are also welcome to tell me the name of your cargo mods so that I can check them again before a new update so that things run better.
SimGamerJen 6 月 17 日 上午 7:18 
@GTSinc I didn't get any deliveries that were using the vanilla pricing while using this mod until the update on 15/06. All deliveries across all market and contract types were impacted. I have quite a few trailer/cargo mods active. I think the update has broken something that clearly worked.
Turd Holster 6 月 16 日 下午 10:05 
@un.nahbar I found what was going on. Any cargo types that are added with mods aren't affected by your mod, so they have regular pay outs.
Turd Holster 6 月 16 日 下午 8:58 
Oh so are the ones like $5 or $6 per mile supposed to be there? If so, then no problem, haha. I figured the ones under $1/mile were from your mod and the higher paying ones were vanilla jobs.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501485772
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501486593
un.nahbar  [作者] 6 月 16 日 上午 8:01 
@GTSinc: Could you please explain to me in more detail what's wrong? To me, the job listings actually look pretty well-mixed. I've attached a few screenshots (okay, just the highest-paying jobs).

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501016267
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501016495
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3501016665
Turd Holster 6 月 16 日 上午 2:10 
So, the regular vanilla paying jobs are still showing up on the job list, about half of them. Is it supposed to be like that? I don't have any other economy mods active, and this is a new profile.
un.nahbar  [作者] 6 月 6 日 下午 11:50 
@dazzad22: I also generally recommend a new player profile for using this mod. However, from a purely technical perspective, this isn't absolutely necessary.
dazzad22 6 月 4 日 下午 3:20 
@un.nahbar sweet cheers mate, keep up the good work, ive tried the GDC and he recommends a new profile good to see some different ones and how they go.:summer2019flag:
un.nahbar  [作者] 6 月 4 日 上午 8:28 
@dazzad22: The mod can also be added to an existing profile. It may take an in-game day for all adjustments (e.g., damage profiles) to take effect. I'm also developing the mod during the game, which is essentially the same as adding a new economy mod to the player profile.
George Cooper 6 月 4 日 上午 6:11 
this mod is amazing it completely changed how i play the game and how to manage an actual company, this is how the game should've been. Well done you've completely out done yourself with this one.:unionjack:
dazzad22 6 月 3 日 下午 6:30 
can i add this mod to an existing profile, i can understand its preferable to start a brand new one, but like what if i wanna add it to a L4 profile where i own nothing now as it is and just driving quick jobs?
R o c k y J e t 5 月 8 日 下午 3:54 
works 1.54
R o c k y J e t 5 月 8 日 下午 3:54 
Thank you!
djbrundage515 4 月 27 日 下午 6:27 
Great mod. Really enjoying it.........
un.nahbar  [作者] 4 月 27 日 上午 1:27 
@Inferis: Yes, there are plans to create the mod for ETS as well. Unlike in the US, it's much more difficult in Europe to describe the overarching economic relationships in any meaningful way. This is due, among other things, to the different economies of the individual countries. A truck driver in a Romanian freight forwarding company, for example, has completely different earning potential than a truck driver in a Danish freight forwarding company. However, a uniform economic model must be imposed on the various economic potentials within the framework of the game mechanics. And that's the point at which a "more realistic economy" mod becomes unrealistic in Europe. In the US, everything is much easier, since the economic potential of the individual states is more comparable. So I'll have to give some thought to how this can be implemented for Europe...