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About 3 hours if you take your time, and you can only complete it under 90 minutes if you follow an extremely tight speedrun strategy.
I'm honestly not sure if the vehicle in-game is complex enough to handle pure cruising gameplay, though. Currently, controlling it is pretty simple - hug the power button, vent steam every so often, bring more fuel when you run low. I know wind direction can be used to spice things up, but I think we need more than that.
With the current mechanics, I'd recommend featuring storms which outright damage your sails unless you stow them, maybe hailstorms which damage your vehicle unless you find overhanging cover. That would also require you to stow the sails, as well. Maybe there could be dangerous terrain which damages your vehicle if you go through it too quickly - water, uneven terrain, steep sloped causing your vehicle to jump, structures you need to push through rather than ramming through, etc. We'd definitely need some kind of spyglass or other piece of tech which could look ahead and warn us about these dangers so we can respong, as the game's perspective gives very little view ahead.
I'd also recommend tying all of the vehicle's systems to power - raising/losering sails, the fire hose, the repair tool, the collector - especially the collector. The spyglass can, therefore, warn is of loot piles so that we can activate the collector, suck up the crates, then deactivate it before it consumes too much power.
Personally, though, I'd like to let the player into the engine compartment of the vehicle and give them control of the vehicle's gearbox. Just three gears would be enough - low, high and crawler. Low gear would be used for starting from a stop, but would consume a LOT of power at top speed. High gear would consume a lot less power but would stall the engine entirely if speed drops for any reason, and cralwer gear would have next to nothing for top speed but would be able to pull the vehicle up steep slopes and through mud. Controls could be buttons on the ceiling near the odometer. Repair indicators could be compressed into dials instead of bars.
Basically, start in low gear, get up to cruising speed and switch to high gear. If you see rough terrain or a steep hill ahead, switch back down to low gear to avoid stalling your engine. If you end up stalling on a hill, face a heavy obstacle to push or have a steep grade to climb, drive up to it in low gear, then swap back down to crawler gear.
With the above, you can randomly change terrain gradient, terrain type, wind direction, weather conditions structures on the road (low to push through or high to lower sails / hide under) and loot. I still think this would be better served as the travelling chapters between major locations in a storyline, of course, but I think the land ship has sailed on this one.