I’m not sure that’s the only source of the bug. Been idly testing with spawned vehicles for a while on a 100% vanilla map (#1930) and while car’s tanks seem to be doing okay (another found gasoline usage to have increased in vanilla by roughly 200%) electric vehicles still lose charge alarmingly quickly. For the sake of a repeatable test, I just emptied the ‘tank’ of a default electric scooter in 15 map tiles, or the equivalent of a medium-sized city. I’ll report back with some other electric vehicles, but as it stands that’s still much worse than it should be.
EDIT: Just repeated the test with the Electric SUV, and found a range of ~85 map tiles, or the difference between two or three towns, depending on your mapgen. This is a bit closer to reasonable, but still definitively shorter range than one would expect from an all-electric SUV. However, as one doesn’t currently exist in the real world, this was perhaps not the best vehicle to test first, after the scooter.
EDIT Jr.: Just tested with the Electric Car to reach a range of ~115 tiles. There’s obviously going to be some standard deviation here, as with the other tests, but it’s fair as a rough estimate. On this All-Default world I’ve been testing in, that took me from my starting city, across a river and through three towns before dying roughly halfway to the next. As with the previous tests, this was along main roads, avoiding off-roading as much as possible and driving at a more-or-less steady 60mph as most people likely would, IRL.
EDIT The Third: Perhaps time is a useful comparison here, instead of mere in-game distance. The electric scooter goes from full to dead in under ten minutes in-game (easily less than a minute, in real time), at 60 MPH along a straight road. The electric car dies in about three hours under similar conditions. In the real world, these would be completely and utterly realistic, but I can appreciate the need for some compression in a video game. However, in-game these numbers still seem low, especially the scooter which, with this sort of rate, serves no practical purpose in-game except a convenient find if you’re being chased. But an electric car (especially in this near-future) seems like a pretty ideal solution to early-game travel issues for some people, and having one that could easily die during a trip from HomeBaseA to LootableShoppingMallB seems like it’s still painfully unbalanced and needs fixing.