r/TransportFever3

Disappointing end after 53 hours in first game

After 53 hours, I made it to Director but maintenance and warehouse costs were so high that they overwhelmed earnings.

For example, rail was making $12m a year but maintenance was also $12m so net earnings were zero. This isn't about having maintenance buildings. This is the fixed cost for stations, tracks, and warehouses.

The final straw was I missed my first of many dozens of subsidies and was fined $42 million. I couldn't recover from that, so I'll start a new game and see if I learned from my mistakes.

Still a lot of fun and a more complicated puzzle than TP2.

How far have you reached and what were your opinions?

reddit.com
u/rasnell59 — 8 days ago

The busiest station in my first game of TpF3, I love how we can now make realistically ugly station buildings

u/Twisp56 — 8 days ago

They have detour routes to neighbourhoods, planes, trains, trams, even a bus line but they keep piling up on the highway to enter a city... what to do ?

u/Slahnya — 8 days ago

Industrial building placement still feels strange

I think TF3 has improved a lot compared with TF2, but there are still some things that feel very strange.

For example, vehicles still don't overtake properly. But this time I want to talk about industrial building placement.

I got these three situations on the same map.

Image 1.

I have two stone quarries right next to my city, but the cement factory using the stone decided to spawn on top of a mountain.🤨

Image 2.

There is only one steel mill on my entire map.

And of course, it spawned on a remote island.😮‍💨

I had to spend a huge amount of money building bridges and infrastructure just to reach it.

Image 3.

Then I finally got a factory in a sensible location, right next to the city.

Now this makes sense.😍

Oh wait... it's going bankrupt.🙄

So now I have to build even more bridges to the island just to bring steel from that one steel mill.

I think this is something the developers should really look at.I feel like a lot of players probably notice this too. It is convenient that we can simply connect these factories with roads and railways, but it doesn't really make much sense when major factories are sitting in the middle of nowhere.

Factories should generally be close to cities, while mines and quarries can be further out in the countryside.

I don't mind having to build transport connections between them — that's the whole point of the game. But the locations themselves should at least make some sense.

u/Ar3man87 — 8 days ago

Colonel Failure Livestream

https://www.youtube.com/watch?v=efA-62w-C_g

There is a livestream going on. It actually started about 40mn before at the time of writing this post. Colonel Failure is playing and answering questions.

I will update the post with what I can qualify as interesting / meaningful news .

For now here we go :

----

#1) Current focus : stability and performace for everybody.

First, they want to provide the experience as they have conceived for their game.

In order to improve stability and performance, they have been testing a performance update.

Players can already try it out on the beta branch via Steam only.

The patch is almost ready as it is on the final stage of testing and initial reports are positive.

That being said, the patch won't solve everything, most surely the most pressing issues as far as I can tell.

Patch details : https://steamcommunity.com/app/3493540/discussions/0/588439235122625526/.

Now, their main focus is on bug fixing and performance stability, before eventually moving on to the "bigger picture".

This means that we should expect further updates in that regards, as long they deem it necessary.

In regards to the "bigger picture", Colonel Failure did not say much (except specific items in this post), but there is talk of new features, QoL, gameplay tweaking and evolutions. (When he said features, he was kind of hesitant though...)

Anyway, it is quite understandable they won't be doing that until they are not satisfied with stability and performance.

Also, Colonel Failure did say that the game is not considered done as it is on launch day. I'm reportin on this because I have seen earlier today here a talk about roadmaps and many redditers saying with force that UG does not do roadmaps and that each game is their own vision of the stuff without providing much after release. My own opinion somehwhat differ but I am not here to debate, so I just reported what Colonel Failure said.

----

#2) Vehicle Overtaking

It is confirmed to be an issue that will be handled as part of a "huge list of things to work at".

In any case, here how it works currently :

  • A vehicle needs to be 20 kph / 13 mph faster to overtake.
  • Every 100m there is a node that allows a vehicle to change lane (on a long road that's plenty of oppurtinity to overtake).

So playing in 1900's won't see any vehicle overtaking each other as they pretty much all have the same top speed.

For now, this what Colonel Failure said about what they will do :

  • Instead a fixed rate (20 kph / 13 kph faster), a percentage rage will be used.
  • The percentage value is unknown at the moment. Nothing was suggested, no hints whatsoever.
  • And no timeline was given for when this will be shipped in an update.

----

#3) Adding AI or Computer Company

It was discussed but it is not something they are aiming to do at the moment and not even for this game.

They are aware it is a hot topic but their aim is single player only where players build up an empire to expand and keep profitable as they cater to the ever growing demands of the cities.

They are thankful for all the suggestions and want to keep having such suggestions. They just can't take all of them.

----

#4) Geforce Now

Once again, they are aware it is a hot topic in the community, right now, that the game has been not released yet on Geforce Now.

At the moment they are at the investigation stage whether or not they will quickly release it on Geforce Now. Because of their current focus on stability and performance, they cannot work on this right now. No scheduled date at the moment.

So I guess it is confirmed will that TPF3 will be available on Geforce Now. It is more a metter of "when" than a "if" and they intend to "make a big fuss about it" as soon as they've got news in that regards.

The reason for the "delay", taking into account that the previous installments are available on GFN, is that "it is not as simple as flipping a switch". It requires time, time that is currently focused on stability (see item #1).

----

#5) Performance tweaks (short-terms solutions)

While waiting for performance updates, Colonel Failure says people can expect a bit more FPS the following ways :

  • switch off icons in the HUD as much as you can tolerate
  • play in full screen mode (not windowed mode nor borderless)
  • turn down grass details - apparently it is hungry and will be tackled later on by the devs.

One thing is sure, is that they are actively working on performance issues.

----

#6) The so-called Dev Hot Air Baloon

"It is just a fun message!" shouted Colonel Failure ^^

No privacy invasion. No-one is observing your playthough.

Apparently someone from the team may have said some players would actually believe devs are watching them 🤣.

But Colonel Failure said : "If you want to believe, do so and enjoy it. You may even have a conversation with the dev if you fancy that !".

----

#7) Official discord?

Nope. Forum is their medium of choice.

Colonel Failures says it is a far better medium to communicate with everyone taking into account a playerbase across multiple time zones. UG's time zone is European.

Funnily enough he did not mention which, but he did say two time zones. Since he's british (AFAIK) and UG's german... I think the answer is quite easy to guess !


And that's it guys. I have just been cut off from the video :( I don't know why ! It also happened with the day-launch livestream.

Hope it was interesting !

Thank you for reloading the post all the way ; I have lost count on how many times I edited it and I feel relieved somehow because I can finally get dinner. 😅

u/Mackovich — 8 days ago

I feel that upgrading your trains is totally not worth it

im making way more money with my 1910 locomotives that the one I unlocked in the 30s and 40s. i expanded through half of the map already, my main money making lanes are transport that goes not higher than 80km/h and carry around 80-90 ppl.

Getting a better train would skyrocket my cost from around 100k/year to 1M-2M/year while making not much more money. So I'll be earning less money per lane and upgrading the cities at the same rate.

my unique problem is that they will be gone as year passes and im forced to get newer trains, so im forced to get way less money while everything gets precier.

Edit: I feel that a solution for this would be a better balance of maintenance cost, right now they're too expensive to mantain for the value they give compared to other trains.

It would be a better option to have a higher front cost than buying 2 or 3 teains but having more or less 2 trains of lower tech

reddit.com
u/Elobomg — 8 days ago

[Mod] Supply Chain Manager: see how many vehicles every line in a supply chain needs, before you buy them

I made a script mod for planning and balancing supply chains. Pick a chain of existing lines and it shows, for each one, how much cargo it has to carry per year and how many vehicles (or wagons) that takes, including lines that have no vehicles yet.

What it does

  • Pick lines with a button in the line manager, or open an industry and press Supply chain to pull in every connected line, upstream and downstream
  • Per line: cargo per year for each leg, a bar for how much of it your vehicles carry, the vehicles you have vs the ones you still need, and a rough cost to cover the gap
  • Takes loading speed into account, including industry bays that match the cargo
  • Trains: suggests locomotive and wagon combinations, and tells you to add wagons rather than buy a second train
  • Upgrade hints: "2 x this new truck would do the work of your 3 old ones"
  • Save a chain with your savegame, with a small badge on the line colour; drag to reorder; click an industry or station name to jump to it
  • An All lines tab with the lines that need attention first. It copes with big saves (tested with 1,700+ lines)

Good to know

  • The numbers are estimates. On my test save, road and water came out at 100% of the game's own measured round trip on average (73% to 120% per line). Rail averaged about 83%, so it can under-recommend wagons and trains, and aircraft aren't calibrated yet. This work is ongoing for future updates
  • New passenger lines are sized by service interval only, and passenger trains aren't sized yet
  • No gameplay changes. Safe to add or remove mid-save (removing it only loses your saved chains)
  • English only for now

Download: Supply Chain Manager on mod.io

Feedback and bug reports are very welcome, especially on rail and air lines, since that's where the numbers have had the least testing. If something looks wrong, a screenshot and the name of the line helps a lot.

u/gyrannosaurusrex — 8 days ago

The economy

Has anyone noticed that the economics of the game are a lot more challenging that TF2?
I’m on my 2nd non tutorial play through (I messed up the economy of the first with a map wide train transit system) and I’ve got probably 20+ lines. This point in TF2 I’d be in the tens if not hundreds of millions by now. But I’m barely scraping a million.
Has anyone else noticed this or am I just dreadful at 3?
(I’ve always played on normal difficulty for context)

reddit.com
u/Emerald_Lord62 — 8 days ago

Initial release of my "Ultimate Terrain Generator". Has its own larger window, in-depth terrain options and recipes(aiming for realistic but adjusted for gameplay), and let's you change multiple parameters without waiting for autogenerate each time

mod.io
u/TangoEchoXray — 8 days ago

Issues with worker delivery subsidies

Bit confused as to why I am finding these extremely difficult. Early game they seem like easy money but around 50 years into the game I am finding I can't complete a single one. I set up 2-3 routes from the nearest towns into the industry with 2-3 buses on each spread so the wait times aren't to long but I never get any demand from the towns so all buses just run empty or almost empty till I fail the subsidy.

I am struggling to get over 6/10 for almost any subsidy. It seems like a few years afterwards I am getting 10/10 at the industry but it seems to take ages for the demand to build up. Any ideas on what I'm doing wrong or tips to work on these later in the game?

reddit.com
u/Clinkzeastwoodau — 8 days ago

If you have multiple Platform Specialisation on a platform station, do you get benefit from all? (Eg, 1 platform/line with 1 flatbed specialisation, 1 Bulk etc) Do a train stop there get benefit of all specialisation?

If you have multiple Platform Specialisation on a platform station like the one in the photo, do you get benefit from all? (Eg, 1 platform/line with 1 flatbed specialisation, 1 Bulk etc) Do a train stop there get benefit of all specialisation? Eg, if the cargo need to load goods and bulk.

u/AdorableWestern1462 — 8 days ago

Another lovely long coastal map for you folks

A lot of people liked the last one I posted, so here's another really fun one for long cargo lines on and off the water :)

tnNTbEe0E3 subarctic!

u/differing — 8 days ago

When to use a truck vs train?

I’ve seen some people say more than 2km use a train. But is there any math behind what the optimal distance is for when to use a train.

I am mid 1940’s having trouble having a constant supply for my machine factory.

In another question - how do you avoid having a cluster fuck of a train system. My map doesn’t really allow a ‘X’ or a ‘+’ pattern for central hubs.

reddit.com
u/CowboyTwo_ — 8 days ago