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Point 1 has since been identified as a problem. Therefore, I've rolled back to the previous version until I've fixed it.
You're unfortunately wrong about point 2. I've looked at a number of statistics on the transportation costs of goods in the US: $10 per mile is unrealistic. Nobody will pay you that. Typical prices are in the range of about $2 to $3.50 per mile. Therefore, I've adjusted accordingly to those prices. I've attached three links as example sources of information.
https://www.method.me/pricing-guides/trucking-rates-per-mile/
https://www.thebrimichgroup.com/trucking-rates-a-guide-to-calculated-success/
https://heavyhaulandoversized.com/process/heavy-haul-rates/
However, it's true that I still need to fine-tune the transportation prices. But, essentially, they're already within a realistic range.
I'm looking forward to the next edit in the mod. I really enjoy the mod otherwise, because the original rewards are ridiculously large for me
In the game, after purchasing your own truck, you're usually offered fully loaded goods on trailers. It's a bit like working with a trucking company. They tell you where the fully loaded cargo is, and you drive there and pick it up. In real life, you're familiar with this from logistics companies (e.g., DHL, etc.) or large companies that have their own logistics (e.g., Walmart, etc.). This game mode fits in quite well there.
If you have your own truck and trailer and essentially act as a freelancer, taking on contract work, you can directly select the goods you want to transport in the game instead of using fully loaded trailers. That would be a bit like working as a subcontractor for Walmart Logistics. And since you bring your own equipment, you'll earn a bit more for a job than if you picked up a fully loaded trailer. That's how it would be in reality.
And it's similar in the game. SCS has provided an additional 15% reward for jobs you complete with your own trailer. (I haven't modified this value yet.) This 15% is supposed to cover your additional expenses for your own trailer. Ideally, your trailer costs will be lower than the bonus payment.
Now comes the catch. As a driver, you have to load your own trailer yourself or have someone load it for you. Just like in real life. But that costs time. Time during which you're not out on the road earning money. Time during which you're just standing around twiddling your thumbs and generating costs. Well, or at least you're not earning any money at that moment.
This means that the 15% additional payment has to compensate for both the wear and tear on your trailer and your waiting time. And this is where things get really tight. From my perspective, using my own trailers only makes sense if I'm transporting goods that can be loaded very quickly (liquids, large freight units, etc.) and the distance to be covered is very long. Then the loading time is short compared to the transport time, and there might be a small surplus left over at the end.
But I can't quite manage to sit down every evening and drive 1,000 miles. And that's precisely why I think using my own trailers is rather suboptimal. Sure, it looks nice to have a trailer that fits your truck. But that's not really what matters when it comes to meeting the economic challenge.
So what can you do to make driving with your own trailers sensible? In real life, as a trucker, you would factor the loading time into the transport costs. Then a job that takes 4 hours to load but is only 100 miles away is correspondingly expensive. And a job that takes only 1 hour to load but is 2,000 miles away is correspondingly cheaper.
However, this isn't feasible in the game, or rather, isn't implemented. The only adjustment SCS provides here is the special 15% compensation for jobs on the freight market. I could offer to increase this value slightly. Maybe 30% or so. This would then provide additional compensation for all jobs on the freight market, both short and long. But, in my opinion, that's not really a win.
In fact, for me, realism is the most important thing with this mod—as far as that's possible within the framework of the game mechanics. So, I'd rather have the difficult economic situation here than create too many amenities for myself. I understand your point of view, though.
I could imagine pursuing a dual approach in the future and also offering this mod in a light mode. Although, of course, that would create excessive work for something I don't even use, so that doesn't really suit my needs.