American Truck Simulator

American Truck Simulator

More realistic economy
un.nahbar  [developer] Jun 15 @ 7:27am
Public release as v1.15(1.54) [buggy!]
Hey guys, today I uploaded another update to Steam.

As I do every week, I've adjusted the fuel prices to the current weekly average for the individual US states in the game. Nothing special, then.

The second point is an adjustment of the pricing structure for freight transport rewards. I can add a few explanatory words here.

Normally, ATS offers insanely high rewards, sometimes over $150 per mile. Okay, at the beginning of your career, it might be a little less. But, in general, the numbers are completely unrealistic.

To bring the rewards down to a more realistic level, I've so far misused one or more scaling factors in order do modify just a few files. The result were rewards of up to around $2, $3, $4, or $5 per mile. However, there were also plenty of extremely poorly paid jobs in the lists. For example, jobs with 20 foot containers appeared with 5, 6, or 7 cents per mile. And that, in turn, is just as unrealistic as the original rewards of over $100 per mile - just to practice a little self-criticism.

So I sat down and studied the cargo trailer system in ATS to understand the mathematics behind of how it's integrated into the game. Don't worry, I'm not going to start with calculus or third-order differential equations here. It's all much easier...

To make things easier, I wrote a small program that reads all the cargo definitions and all the trailer definitions in the game and then calculates all theoretically possible cargo trailer combinations. The result is currently 21,139 possible different cargo trailer combinations (including all regular cargo DLCs). And when you consider that you could drive each of these combinations back and forth between any of the thousands of destinations in the game, the possibilities are almost endless.

Each of these cargo trailer variants naturally has its own specific reward. This can be calculated from the cargo trailer combination. Nominally (this means without rank- and level-based bonus rewards), the reward ranges from $0.28968 to $116.19 per mile. During my research, I discovered that certain cargo trailer combinations are paid differently than others. If goods are transported on a special trailer, the reward is modified (e.g., frac tank, beet harvester, etc.). Then you have to treat everything separately. It's a somewhat inconsistent system that SCS has come up with. Perhaps this has developed historically...

Since I wanted to create a consistent pricing structure for all cargo trailer combinations, I scaled the total reward (again, excluding rank- and level-based bonuses) between $1.64 and $3.02 per mile. The scaling was non-linear because I wanted to eliminate the extreme overvaluation of some cargo types (e.g., boom lifts). I also added an extra reward of 16 cents per mile if a job involves valuable, oversized, or overweight cargo. For jobs involving hazardous materials, there's a completely arbitrary 2 cents per mile extra for each ADR class (this detail is open to discussion).

Heavy or bulky loads that consume a lot of fuel or require slower driving should be paid slightly better to compensate for the additional effort. This also applies to the transportation of hazardous materials, which in real life also require an expensive permit.

Well, on average, all cargo freight combinations result in a base pay of $2.08 per mile (standard deviation $0.2 per mile). I think that's OK for now. For cargo from the Oversize Cargo DLC, there's an additional 25% on top. Just to emphasize the special nature of such a transport.

Hopefully, when you look at the job lists, you'll see a good mixture, just like I did. And all jobs have adequate and appreciative pay. Large, heavy, and expensive cargo, as well as special cargo, will be higher up in the job lists sorted by pay. Simple containerized cargo will be further down the list.

Some people will certainly notice that small shipments are further down the list than large shipments. This is due to the ATS reward system. In the game, the reward for a shipment is calculated based on cargo units (for example, a pallet of flour, 1 cubic meter of oil, 1 piece of car, etc.). Small trailers naturally only fit a few cargo units, and therefore the payment for a small trailer is also lower than for a large trailer. To make as much money as possible, you'll be tended to drive the largest trailers possible. That's simply the logical consequence. You'll just have to put a little more effort into corners or braking distances.

Okay, that's all for now as an explanation of the modification to the cargo reward system. There may be a few minor adjustments, but overall, I'm happy with it.

All cargo definition files in the game were modified for this update. I hope the transition goes smoothly for you. Due to a typo, I once messed up my game economy and had to reset it. Therefore, I can't comment on this point with any qualifications.

Otherwise, I wish everyone safe travels, always clear roads and lots of cash in your pockets.

Change log:
* updated fuel prices and dependent maintenance and insurance costs
* complete revision of the pricing structure for freight transport
* adjustment of the long-distance reward compensation
* increased rank-based bonus reward for urgent jobs from 0.8 to 1%/rank again

< previous version v1.14(1.54)
Last edited by un.nahbar; Jul 3 @ 10:38am
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Showing 1-4 of 4 comments
Empy Jun 17 @ 8:10am 
report a problem >1) when using a frequently used mode Sineptorros Cargo Pack 1.54+ , the incorrect price is displayed but it is calculated according to the latest adjustments. 2) The prices for transporting the cargo that the licensee requires are surprisingly low, especially in my situation when I use my own trailer. (For example, the previous price for an urgent order of ammonia in my own trailer with a driver's license at level 5 was up to 10.3. However, the new price is 3.5)
un.nahbar  [developer] Jun 17 @ 11:04am 
Hey @Empy.

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.
Last edited by un.nahbar; Jun 17 @ 11:08am
Empy Jun 18 @ 7:00am 
I understand that, it's just interesting when one day the prices in your modification are like this and the next day drastically different, it seems like a mistake. I don't know how it is in reality, but from the point of view of the fun, even if difficult, pricing of the game, I don't think it's entirely okay for the reward for the transported cargo that is locked for the license to change so drastically, considering that I have all the options available to maximize the price (maxed driver + own trailer). To be clear, I'm not against the change, but then I don't understand what the point is for me to buy my own trailer to transport chemicals when the price is worse.
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
Last edited by Empy; Jun 18 @ 7:02am
un.nahbar  [developer] Jun 18 @ 1:11pm 
This is exactly the point where I stopped buying my own trailers. It actually makes very little sense. In real life, someone whose goods you're supposed to transport would demand that you bring your own trailer. Your trailer is essentially part of your skill set.

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.
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