A lot of what you posted is due to inexperience and also some of it is not true...
Second try : I build a rail way from coal mine to coal power plant with the most simple train, one station tile, but the company went deflicit! (no clear description like tooltips, the cost is not clear)
--->Why the youtube video can have 10k income with the same start up and I don't?? I google why and just realise there are many PAK, and the PAK on steam is PAK 128, and it is harder I found this forum usefull after looking for solution on the almost empty steam community
Pak128 is both ways harder and easier. In pak64 you can plonk down a line from coal or oil to a power station and it always earns you more than enough profit to get started (usually pays for self in a month or so). In pak128 only certain goods allow for such a start, eg Milk, high volume Oil to Oil Power Station (must be big oil producer), to some extent waste. If you can get a multi chain going you can also make profit but with standard starting funds this might not be possible. Maintenance costs in pak128 are a big early game killer unlike in pak64 where route detours are.
Third try : I build a bus line in city with 3 stops, with the most simple bus, 1 % of load at each station, but 99% of the time, the bus stay waiting for passenger.....
---> I google again and realise that early in the game, there are less citizens
Only try this is using payment model 0 (distance between stops, usually the default payment model). Any other payment model makes passengers and mail extremely hard to the point that even experts struggle to make profits.
In pak128 you need to place down like 20 bus stations between many cities. Only try this if the route includes at least 1 big city. Passenger generation is based on the amount of destinations they can get to using available routes at their spawn point, hence you want to cover as much area as possible (avoid stop overlap). The combo passenger/mail stops can be used for more efficiency as mail also makes profit. Early game you do not care about overcrowding, instead you want all your busses to constantly move with 100% load. Space the busses using a single stop on the route set to wait for 100% with a timeout of some faction of the month. Spacing is important for efficient operation as otherwise you might find that the stops get depleted in a wave with a lot of busses sitting empty and wasting money. I would not recommend this start before 1940, or any time before decent capacity/speed busses are available.
In pak64 this is even easier as maintenance costs are so low. Place down 20-60 stops, connect with single line and fill with busses. Remember to space them using wait for 100% with timeout. Keep adding busses and increasing frequency until just under 100% capacity is used. This can easily bring you in a few hundred thousand a month with hundreds of busses running it.
Forth try : so I click on high speed and wait for almost 5 years and the bus still cant get profits...
---> Google again and found the ways to check where the population want to go...
Open city screen and it shows you in the image. The general rule of thumb is that there are 3 types of people. The first are industry commuters, such as to a coal mine or shop, which will make up the bulk of local traffic. Second are local travellers which will go between buildings inside the city or to nearby cities. The final are long range travellers, which will randomly go to any passenger (or mail) levelled building on the map. As the game progresses into the future (post 2000) there will be fewer local travellers and more long range travellers.
In any case this is why to do a passenger start you need to think big. Cover as much passenger/mail levelled buildings as possible. This increases the odds that passengers use the line as it increases the odds that a source to destination exists using the line.
In well developed multiplayer maps passenger and mail pickup ratios of over 90% have been observed. Starting in such a game was as easy as finding any passenger/mail levelled buildings not covered and shipping them to a public station.
Fifth try : new maps with more citizen, bus network, finally, it works with good income, and i build more bus lines... BUT I went deflicit again after too much lines in one city.
---> I delete some lines
Rather set up new lines in other cities than more in the same city. Passengers do not care how efficiently they get to their destination (they are willing to wait years!) but they do care if they can get to their destination in the first place. Connect lines in separate cities together for even more passengers and more profit.
AND I want go for industry I build road to link the supplier to customer and deploy trucks... BUT I went deflicit again with too high road maintanent cost (I cant delete the raod because there is no connection before)
You cannot use roads in pak128 for most industry types or until late game where road vehicles are a lot more efficient. If you want to do industry early game your only option is rail. Even then designing a profitable rail network is hard and needs experience.
The two most profitable non-chain pak128 goods are milk and oil. Milk to dairy needs high speed freight lines and expensive engines (do not care about going red, it is your company net value that determines bankruptcy and not your cash in the bank) for speed bonus but makes tons of profit as a result. Big oil producer to oil fired power station needs efficient freight engines and makes profit due to the volumes involved. Coal to coal fired power station is not profitable due to small producers and low value, too much money is wasted on maintenance early game. Waste to incinerator or waste fired power station is vaguely profitable as it is worth and produced more than coal. All chain goods have the potential to make a ton of profit, especially Food and Electronics, however setting up such chains might not be viable early game.
The game crash a lots, if you dont save anything, you will loss everything. (NO AUTOSAVE in game)
The game should not be crashing a lot. Most people can play it several hours without crashes. The game is far from perfect though so if you crash please report it so that the cause can be determined and fixed. I have personally helped track down a number of random crashes.
The game does have auto save. It should auto save every so often (usually every month or so). Period can be set.
Crash very easily when creating new line in the window of deploying new vehicles. (solution : Creat new line in lines management, and then just select whendeploying vehicle.)
This might be a steam build issue? Either that or you will need to be more detailed as to recreating the crash. I have never had line management cause a crash.
Crash somehow when moving mouse cursor with the smart hide object ON. (solutions : press ( " ) to hide buildings, and press ( %) to hide trees.)
Again this might be a steam build issue. Those tools have been extensively tested on the non steam builds and do not cause a crash, or at least not that easily/obviously.
The connection (supplier -> port 1, port 1 -> port 2, port 2 -> customer) is not accepted. It is the problem when the map is seperated by water. (NO solution unless increase the ground lever in the water to make a way...)
The connection is accepted as long as the customer wants goods from the supplier, all stops are capable of accepting the goods and the game settings permit such deep routing (which by default they should). By default the game should allow 4-5 exchanges before it no longer sees a connection. This can be raised to truly insane numbers like 12 however it can degrade performance (why the limit exists in the first place).
The stops at supplier, port 1, port 2 and customer must all be capable of accepting goods. Some stop components might provide generic type-less storage. For a stop to accept goods at least 1 of the components of it must provide freight storage. If port 1 was made of a bus stop and passenger dock then it will not accept freight until either a freight storage component was added or the passenger dock replaced with a freight dock which provides freight storage.