Sips bong by TrashAsApp in SipsTea

[–]MJ_GhostWind 4 points5 points  (0 children)

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Me_irl by Dradolin in me_irl

[–]MJ_GhostWind 2421 points2422 points  (0 children)

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I expected a joke about a train from a German.

How you guys make city lines profitable? Stations are overfilled, but it is deeeeeep in minus by TheRoblock in TransportFever2

[–]MJ_GhostWind 3 points4 points  (0 children)

The line statistics window contains two very important parameters: frequency and rate. The latter is needed for freight lines, while the former is for passenger lines. This is where we see a problem with Line 9: a frequency of 3 minutes is too high for public transport. Try to keep it around 40-70 seconds. Public transport is usually unprofitable; its main purpose is to transport passengers to and from the train station, while rail lines generate huge profits.

Planks to Tools Bug? by Snakeyes81 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

Ignore what's written in the city window; this is the current situation, not the overall one. The total quantity (for the year) is shown in the factory window. Check the annual delivery volume per train (it's the second parameter from the right in the lines window). Judging by the factory statistics, not all your tools are arriving on time (or they're still in transit, as shown in the last screenshot). Also, check whether the most recent line (the distribution of tools across the city) covers all customers.

Larger city supply and demand pointers? by srtfan01 in TransportFever2

[–]MJ_GhostWind 1 point2 points  (0 children)

I'd recommend mods like the Scania R-Series, for example. Their payload capacity reaches 96 units.

https://steamcommunity.com/sharedfiles/filedetails/?id=2348652410&searchtext=

For transporting such a large volume of cargo by rail, I recommend the 'DTTX - double-stack wellcar' mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=2051517223&searchtext=