mod.io · Mod 6429513
Vehicle Speed Multiplier x2 x4 x6 x8 x10
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Beschreibung
Makes every vehicle drive x2, x4, x6, x8 or x10 as fast. In Transport Fever 3 a vehicle never runs faster than the lower of two values: its own top speed, which sits in its .mdl model file, and the speed limit of the segment it is on, which sits in the street, tram, bridge, tunnel or railroad crossing resource. Scaling only one of them would do nothing - a train with ten times its own top speed is still held down by a 160 km/h track - so this mod scales both, and the whole chain stays consistent. Vehicle top speed is read from metadata.landVehicle.topSpeed for everything on road, tram and rail (buses, trucks, trams, light rail, locomotives, multiple units and waggons), from metadata.waterVehicle.topSpeed for ships, and from metadata.airVehicle.topSpeed for planes and helicopters. That covers all 352 model files under base/content/vehicle that carry a top speed, and it works on vehicles other mods add, because it runs inside the engine's own resource loading pipeline instead of touching individual files. On the network side the lane speed of every street and track template is scaled - town, country and highway streets, tram tracks, the simple, standard and high speed rail tracks, depot and industry tracks - plus the speedLimit of every bridge, tunnel and railroad crossing. The three largest rail track tiers show what that means: 100 km/h, 160 km/h and 350 km/h become 1000, 1600 and 3500 km/h at x10. Two things are deliberately left alone. Airport runways and taxiways are also street templates, but their lanes only serve aircraft, so they are skipped - a runway is not a road. And station tracks, roundabouts and interchanges write their speed from base game Lua scripts rather than from a data resource, so no data modifier can reach them; a station approach stays at 72 km/h and becomes the bottleneck of a very fast line. Vehicle cost, running cost, noise and pollution are also untouched, because the base game derives all of them from the original top speed before this mod ever sees it: a x10 network is not ten times as expensive and not ten times as loud. Acceleration is untouched too, so a vehicle simply takes longer to reach its new top speed. AI private cars are scaled along with everything else, since 'all vehicles' is meant literally. Aircraft and ships are the ones that gain the most, because open sky and open water carry no limit and for them the model value alone decides. When it takes effect: vehicle top speeds are read while the game loads its resources, so pick the option in the mod settings and load the savegame again - vehicles that already exist pick the new value up with the resources, nothing has to be rebuilt or repurchased, and the vehicle store shows the new top speed right away. A network limit is baked in when a segment is built, so streets, tracks, bridges, tunnels and crossings that already exist in a savegame keep their old limit until they are rebuilt or upgraded (upgrading to another street or track type re-reads the template, so that is enough). The build menu shows the new values immediately.
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