Line Rate Preview
Estimated line rate in the vehicle purchase dialog
Bitte den ModManager zuerst starten. Die enthaltenen Mods werden anschließend gemeinsam zur Installation angeboten.
Collection of the various UI mods I made for myself then published:
https://mod.io/g/transportfever3/m/window-placement gets you the old behaviour of Transport Fever 2, where a new window is opened next to your pinned instead on covering it.
https://mod.io/g/transportfever3/m/top-speed-reached shows you a line on your vehicle and line showing what speed this vehicle (or the best in your line) reached. It measures the current speed of any vehicle in regular intervals. I use this to determine if I should upgrade the track or downgrade to a slower (and cheaper) vehicle..
It also shows the speed by line section so you can identify problematic parts of your line.
https://mod.io/g/transportfever3/m/line-rate-preview1 shows you an calculation (or approximation) of what the new line rate will be, when you upgrade, update or add a vehicle. For adding vehicles it also shows a preview of the new frequency.
It also shows an indicator if the theoretical top speed can be reached on the line, if tracks slow you down or if the gradient is too steep for your loco to even reach top speed.
Since 0.17.0 version it also warns you, when you buy an electric vehicle but lack the caternary.
https://mod.io/g/transportfever3/m/running-cost-breakdown shows you a breakdown of the vehicle maintenance cost by state. The game does not tell you this, but when standing at the platform (either loading, unloading or waiting for full) the vehicle only costs 40% of it's maintenance. When in depot it costs 5%. But there is also a maintenance factor on top, based on the state of your vehicle.
The mod shows a breakdown of the costs per state and below a breakdown of the income by cargo type. You train brings grain and then takes meat and fertilizer on the way back? This shows you how much of your income come from each.
Estimated line rate in the vehicle purchase dialog
Where a vehicle's or line's running costs come from: driving, waiting, at terminal, in depot, condition
Highest speed actually reached, per vehicle and per line
Entity windows open next to pinned ones (TF2 style)