Transport Fever 2

Transport Fever 2

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nicky9499 Jul 4, 2020 @ 3:18am
Where is Ticket Price hidden in TF2?
Gday all. Just a quick question.

In TF1 the ticket price for each route could be found in the line menu at the bottom pretty easily. This does not seem to be the case in TF2. In fact I've clicked high and low but can find no information on ticket prices for any of my lines.

Does anyone know if UG removed it?
Originally posted by CunkFeatures:
Should also be noted, running cost was also a factor. Else its just a simple time/distance=(speed)xcost calculation.

It is a shame its been removed. You could take more time and care with your expensive routes. Even tweak them. Now its a guessing game.

Originally posted by Vimpster:
To determine what would pay more? To see confirmation on how the game is going to determine your revenue so you can figure out what is most cost effective? There are any number of reasons why someone might want to know. Simple curiosity even. Being able to see the ticket price in the previous games enabled me to figure out how the simulation works and how to better apply that info when making lines. Fortunately I already know how it works because of the previous games, so it isn't as useful to see the ticket price for me now.
This ^
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Showing 1-13 of 13 comments
Autocoach Jul 4, 2020 @ 3:25am 
Yes it is completely hidden though the game works in the same way
Huperspace Jul 4, 2020 @ 4:19am 
as there is no real limit for cargo, there is no need for it.
marc345 Jul 4, 2020 @ 6:12am 
Ticket price is calculated by speed and air distance see wiki
老爸 Jul 4, 2020 @ 6:33am 
Originally posted by marc345:
Ticket price is calculated by speed and air distance see wiki
So for an express service it automatically charges higher prices from the passengers?
marc345 Jul 4, 2020 @ 7:47am 
I think it's more the vehicle speed and not the traveling time.
That's why planes make a lot of money in tpf 2 because they move faster.
Bauer33333 Jul 4, 2020 @ 11:17am 
It doesn't even matter at which speed the vehicle is travelling, the only thing that counts is the maximum speed of the vehicle.
Vimpster Jul 4, 2020 @ 4:04pm 
Just like in TpF1 the ticket price is based on two factors. The top theoretical speed of the vehicle, and the type of vehicle used, eg truck, train, plane. Sadly this info is not shared in the game anywheres like it was before.

Using the ticket price you then multiply it by the distance travelled in a straight line between pick up and drop off points as well as by some fraction of elevation increase, if any, between pick up and drop off point to determine the final amount you will be paid per unit delivered.
genemead Jul 4, 2020 @ 4:17pm 
I'm still trying to figure out why he wants to know. You get paid what you get paid. What difference does knowing the "ticket price" make?
Vimpster Jul 4, 2020 @ 4:32pm 
To determine what would pay more? To see confirmation on how the game is going to determine your revenue so you can figure out what is most cost effective? There are any number of reasons why someone might want to know. Simple curiosity even. Being able to see the ticket price in the previous games enabled me to figure out how the simulation works and how to better apply that info when making lines. Fortunately I already know how it works because of the previous games, so it isn't as useful to see the ticket price for me now.
Last edited by Vimpster; Jul 4, 2020 @ 4:37pm
marc345 Jul 5, 2020 @ 1:23am 
It‘s not a transport managing game anymore, it‘s a train simulation.
UG does not care. They removed aspects and don‘t add anything deep like timetables, priority etc.
We should probably get that they focus on the casual boring player advertising good graphics and map editing and not transport management features.
CppMaster Jul 5, 2020 @ 3:25am 
Originally posted by marc345:
It‘s not a transport managing game anymore, it‘s a train simulation.
UG does not care. They removed aspects and don‘t add anything deep like timetables, priority etc.
We should probably get that they focus on the casual boring player advertising good graphics and map editing and not transport management features.
So they are still working on map editing and graphics only? Last patch they improved performance which is great for both boring casual players and exciting hardcore players like you :*
marc345 Jul 5, 2020 @ 4:04am 
They did not increase performance significantly.
They only made it downthrottle so it laggs less.
It still can‘t handle more then 30k people here while tpf 1 could do 100k.
Maybe a little more fps but thats it.

They haven‘t done anything for real game deepness until now. Of course they can be working on it but nobody knows and in my experience we cannot hope for real change.
The author of this thread has indicated that this post answers the original topic.
CunkFeatures Jul 6, 2020 @ 3:54am 
Should also be noted, running cost was also a factor. Else its just a simple time/distance=(speed)xcost calculation.

It is a shame its been removed. You could take more time and care with your expensive routes. Even tweak them. Now its a guessing game.

Originally posted by Vimpster:
To determine what would pay more? To see confirmation on how the game is going to determine your revenue so you can figure out what is most cost effective? There are any number of reasons why someone might want to know. Simple curiosity even. Being able to see the ticket price in the previous games enabled me to figure out how the simulation works and how to better apply that info when making lines. Fortunately I already know how it works because of the previous games, so it isn't as useful to see the ticket price for me now.
This ^
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Date Posted: Jul 4, 2020 @ 3:18am
Posts: 13