![]() As a rule-of-thumb, many drivers assume 1.00 per mile as their net take-home after expenses. In the United States, Uber drivers make 16.02 per hour before expenses on average, according to a survey of 995 drivers. (1.19 MiB) Downloaded 23 times Mop Expanded Road Vehicles.zip Updated 0.9.0 source, default zip compression which should be natively supported by Windows. Most rideshare companies collect a commission as well as a booking fee. (2.17 MiB) Downloaded 27 times Mop Expanded Road Vehicles.7z Updated 0.9.0 source, requires 7zip to extract. In OpenTTD players run a transport business, moving passengers and cargo via water, rail, air, (Image credit: OpenTTD)Management and business simulation game OpenTTD is coming to Steam in April, an expandable and beloved classic of the tycoon genre. To keep these at same max speed as the last generation of busses, they are also changed from 140km/h to 160km/h. Modified statistics of both cable cars to try and balance them a bit.įixed names that assumedly lacked spacing in english.lng:įixed assumed typo for STR_TMOD_LC1 in english.lng:įixed typo for STR_TMOD_LC2 in english.lng:Ĭhanged speedratings of y2015, y2020 and y2025 busses:Įarlier generations Normal/Articulated have been in sync, but these three generations were not.Ģ015: Bufo Bus changed from 140km/h to 120km/hĢ020: duNord Trolley Bus changed from 120km/h to 140km/hĢ025: Both busses changed from 140km/h to 160km/h for a slight boost in the last generation.Ĭhanged speedratings of y2030 and y2040 passenger trams: + tramtypetable Ĭhanged item_f0_tram and item_f1_tram from tram_type FUNC to CCTT_FUNC.Īdded STR_CABLECAR_01 and STR_CABLECAR_02 in english.lng to give unique names to the cable cars. Kept intact in this version.Īdded def_value:1 to all vehicle selection parameters so they are enabled by default when adding GRF to loadout.Īdded CCTT_FUNC to tramtypetable to allow Cable Cars to fallback to RAIL if FUNC not available: This was changed by Brickblock1 in their upload. Would love to see some screen shots of how people are using this!Ĭode: Select all Bumped version to 0.9.0 in custom_tags.txtįixed Dual-Mode vehicles not getting changed properties when running on electricity: The most sorely lacking element so far is a car carrier, but I am not currently happy with the sprites I've drawn for it, nor the way I've tried to code it, so still need a bit more work on it. ![]() (personally I almost never use the road trains or light vehicles, nor do I usually start early enough to use steam power). I might keep a couple of the parameters defaulting to off, as some of the weirder or easter-egg type vehicles can clutter up the menu for a more basic game. Thanks! It's a good suggestion as I've been caught out by this myself a few times. I've recommended this to a few new players who haven't thought to check the settings (and have done so myself.) and were confused when no vehicles were available. One suggestion: perhaps the NewGRF parameters to select the vehicle types enabled could default to all-enabled, instead of all-disabled. This has become my favorite road vehicle set for all my games, combined of course with Unspooled on either the minimal or basic road selections.
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