Methods used

Distance Units: Kilometres



Speed units: Kilometres per Hour



Power units: Kilowatts



Weight units: Kilogramme



Force units: Kilonewtons

Assumption One: Distances are indeed metric

Assumption Two: Speeds are to scale

Assumption Three: An ingame day is 2 seconds

Transport Fever Time Reality 1 day 2 seconds 0.5 days 1 second 29 days 58 seconds 30 days 60 seconds 31 days 62 seconds 365days 12 minutes and 10 seconds

Efficiency Formula:

Reward = TicketPricePerKilometer * Distance * Amount



WaitTimeInDays = DepotTimeInSeconds * 0.5



TravelTimeInDays = (Distance / MaxSpeed) * 1800



TotalTravelTimeInYears = (WaitTimeInDays + TravelTimeInDays) / 365



Cost = MaintenancePerYear * TotalTravelTimeInYears



Efficiency = 1 - (Cost / Reward)

Before I could start with calculating the efficency ratings of the individual vehicles I needed a way to gather data and parameters and establish basic assumptions about the game to work with.And to please my old physics teacher, declare and carry my units properly:Metric, isn't it nice?Using the Measurment Ruler from the Steam Workshop I was able to establish that a small map in Free Play is 8.2x8.2km and a large map is 16.4x16.4km. This seemed like a reasonable figure from a programming point of view.This gave me a reasonable trust in that the ruler is being correct. But that alone is not enough for me. Lets cross-check this...I build a highway that was super-flat, had high-speed and was almost exactly 7km long. Each end had a Truck Loading Station. I bought the 40t truck and sent it on the road to time it going theI used my regular stopwatch for this.My result was thatCalculating the velocity of the truck came out to be. It was within the 2% error margin and I attribute the deviation to acceleration/deceleration which I will ignore in this guide.I simply let the game go while running a screen recording. Then i cut the footage to be exactly one day long by waiting for the date stamp in the bottom right to switch three days.This means in the realm of Transport Time:I'm using a 365 day-year here for broad averaging. I haven't checked if the game does leap-days.Now that the metrics are sorted I can start to math up things.I managed to bake this down into a nice little equation that spits out a fraction describing how many percent of your delivery is lost on upkeep. The minus-one at the beginning means it will spit out how much we get to keep of the money earned.Time in Depot was assumed to be 20 seconds. This is the time a vehicle will wait or move through the depot.What it essentially does: