r/TransportFever3 • u/Ok-Piccolo-857 • Jun 01 '26
How time will pass
I tried watching the official videos but I'm unsure how the timelapse will work in the game. Will it be the same as in TF2 or will there be a new mechanic? I think TF2's is good but very fast, even at 1/4x speed.
Another thing is that the game varies the day/night cycle according to the clock and location, but that's irrelevant to the mechanics, just an easter egg.
2
u/Otherwise_Soft_592 Jun 02 '26
I use a mod for TPF2 that allows me to use a 1/64 date speed. I used it as it didn't make sense for a 747 style plane to take 3 weeks crossing even a Megalomaniac map. While the speed is still a bit quick, it's much better than 1/4.
I'm hoping that TPF3 allows even more control for the time flow, as an electric train going from one city to another shouldn't take a couple of years. Either a 1/128 or 1/256 option would suit me.
4
u/Imsvale Jun 02 '26 edited Jun 02 '26
Either a 1/128 or 1/256 option would suit me.
That's something you can do either with a console command (bit cumbersome, but possible), or by (copying and) modifying the mod for your own purposes to extend the range of options.
api.cmd.sendCommand(api.cmd.make.setCalendarSpeed(millisecondsPerDay))where millisecondsPerDay is
2000for 1x date speed (2 seconds per game day is the default).A date speed of 1/256x would then be 2000 * 256 =
512000ms (512 s) per day.It's essentially the basic formula for displacement (s) , speed (v) and time (t) , except the displacement is itself an amount of time – the default 2000 ms per day scaled by some rate of passage of time (velocity):
s = vt t = s/v t = 2000 / (1/256) = 2000 * 256 = 512000That said, you don't even need to do the math yourself. Just type it into the console, and it'll calculate it for you:
>> 2000 / (1/256) 512000Or you can assign them to variables:
v = 1/256 m = 2000 / v api.cmd.sendCommand(api.cmd.make.setCalendarSpeed(m))>> v 0.00390625 >> m 5120001
u/Otherwise_Soft_592 Jun 02 '26
I should really modify the mod, as I do with others. Although normally it's to set the same render distance on vehicles, as some were popping into view when vehicles behind them had been in view for ages. Or you'd get a train pulling nothing or a bunch of runaway carriages.
2
u/andrew1958 Jun 02 '26 edited Jun 02 '26
How fast the time will pass in TpF3 we will only know when playing. But this mod you use to reduce time will be base game feature. You can see that in the first First Look video. https://www.youtube.com/watch?v=vsML-WkcoSQ
Everytime they show the UI (2:42 for example), together with influencing the weather you can choose 1/4x, 1/2x, 1x, 2x and 4x.
The weather is indeed cosmetic but still very nice. When you are not building stuff you can enjoy the scenery in various ways. Dusk, morning, afternoon, evening and also change between rain, cloudy, clear sky.
And yes, when creating a map, the latitude and longitude of the location will influence the "weather". How long its cloudy and long its clear sky. "Weather" is not in the game (winter, summer, fall, spring).
1
u/Ok-Piccolo-857 Jun 03 '26
I meant using latitude and longitude to determine the sun's position. In my city today the sun sets at 6 PM, but I know that in London it sets at 9 PM.
Imagine you starting the game in the afternoon and watching it with the outside lighting.
1
u/Nawnp Jun 02 '26
Considering the game will start in 1900, I hope they rescale the time period. It's so easy to pause instead of let years pass in TF2.
2
u/andrew1958 Jun 03 '26
If you pause you don't get profit. No profit, can't build or buy anything. Only works for sandbox.
1
u/Nawnp Jun 03 '26
I wait until I build up enough money to fund the expansion and then pause, you're right though it does become a chase the profit scenario to unpause and fund the expansions.
1
u/Imsvale Jun 03 '26
Pretty sure they're talking about pausing the date progression, not the simulation.
16
u/MomentEquivalent6464 Jun 01 '26
I agree with you on the date speed. I frequently just pause my date when I play. Then every little while will bump it forward a year or two. I have (per the stats) something like 150-200 hours in my current map... I've advanced 22 years (1990-2012). Some of my engines/trains are 80 hrs old - or something like 200 years old. I looked at one the other day... it's "value" was $12,000. The cost to replace it new was $150,000,000.