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LOTUS-Simulator News

Patch 1.EA.076

- Simulation - loading process could be shortened very much.
- Simulation - Bugfix: If you didn't stop anywhere when the option "Reload while standing" was active, you almost inevitably drove into the void.

- MapEditor: For the construction of route elements (when using absolute heights) a gradient can be preselected with which the new elements are laid. If the gradient deviates in the point to which it is docked, a suitable transition piece is constructed.
- MapEditor: In the track geometry (former switch) calculator you can now also construct track changes with transition curves.
- MapEditor: When entering numerical parameters when laying reference lines, tracks etc., the transition curve parameter "A" can also be entered directly.

- Content: Steven's PIS updated
- Content: Yufa's Container updated
- Content: Streckenzubehör from Rolf updated

Patch 1.EA.075

- Simulation: In the route overview, the special characters are also listed if the route has one.
- Simulation: The first destination is entered in the route overview if the route has no stops.

- MapEditor: Singleplayer maps can now be converted into multiplayer maps. The following applies: Maps with DEM are reserved on the Fictional Planet and are visible in the overview from now on. Later on they can be selected, loaded and driven on in the multiplayer together with other Planet maps. Maps without DEM can also be converted, but are only playable individually in the multiplayer. Have fun! :)
- MapEditor: MP maps may overlap now - so everyone can reserve a map whereever he wants to.
- MapEditor - Bugfix: Problems when changing tile reservations

- ContentTool - FIS: FEATURE REMOVED: In the special FIS no more stops or routes can be added or edited
- ContentTool - FIS: When editing stops / destinations no permanent update after each character
- ContentTool - FIS: The general additional strings as well as those of stations, routes and route stops can now alternatively be edited in a separate, resizable/maximizable window
- ContentTool - Bugfix: With special FIS files there was sometimes no save prompt

- Content: Stevens PIS updated
- Content: Vegetation update from Florian

Patch 1.EA.074

- Simulation - Multiplayer: Now with AI! We especially thank Teneberus , Steven3233 , darkrai and gt670dn for countless hours on Dusseldorf to finish this feature.
- Simulation - Multiplayer: Traffic density and number of cars now adjustable by the game master. Don't set the AI too high, for some computers it is too much ;)
- Simulation: Small performance improvement (influence on the FPS only under certain conditions)
- Simulation - Bugfix: Signals have switched wrong in some cases (e.g. with the Basecontent universal switch signal the W1, if you have assigned multiple routes to the W0)
- Simulation - Bugfix: Black GT6N rear parts (and possibly other similar effects), especially on the "other" in multiplayer
- Simulation - Bugfix: Although vehicles were switched to "invisible", they were partially displayed in the vehicle selection
- Simulation - Bugfix: "Old" electric switchs in multiplayer (e.g. on Hamburg) work now
- Simulation - Bugfix: MP/KI cars had no curve squeaking sound
- Simulation: Temporarily added an interim PIS display, can be activated by option

- MapEditor - Bugfix: Invisible tracks could not be laid
- MapEditor: Tracks can no longer be deleted in "street mode", only marked (for the traffic lights)

- ContentTool: New script function: "function RegEx(Input: string; Pattern: string): boolean", tests strings for a certain format
- ContentTool: New script function: "function RegExReplace(Input: string; Pattern: string; Replacement: string): string"

- Content: Stevens PIS updated
- Content: Flipdot display - various bug fixes
- Content: Green traffic light poles (Pole and Whip) added
- Content: Update of Florian's containers

Patch 1.EA.068

- Simulation: Change from "with shadow" (day) to "without shadow" (night) in twilight now much more realistic and less suddenly
- Simulation: With Ctrl+C you can now also display the ingame date
- Simulation - Multiplayer: New option: Players' vehicles are preferably reloaded when standing
- Simulation - Multiplayer: Only those vehicles are transmitted to the player that he can see
- Simulation - Multiplayer - Bugfix: AFK display of players ingame works now, but is a bit delayed for efficiency reasons
- Simulation - Bugfix: Vehicle equipment and constants were not displayed in GUI

- MapEditor: Hiding of AI paths possible

- ContentTool: Variables RC_PIS_Route and RC_PIS_StopSeq added, with which the route and the index within the route can be transmitted to mulitplayer vehicles

- Content - GT6N: supports "RC_PIS_Route" and "RC_PIS_StopSeq"
- Content - GT6N: Clutches now fold out for traction in MP
- Content - Diorama: Two holes filled
- Content: Streckenzubehoer from Rolf has received a new catenary pole
- Content: New PIS from Steven

Patch 1.EA.067

- Restructuring of parked and moving AI vehicles: "Moving" vehicles (rail and road traffic and AI or user) have a new parameter that defines which "parked" scenery object vehicle should be assigned to it. In the future, it will be possible for moving vehicles to park via this connection and vice versa, of course. This can be realized for non-scheduled traffic on the street or in public parking lots, as well as in depots with both buses and trams, whereby the parked vehicles can be those that are not currently driving in the game. This change has the following consequences:
* From now on, the scenery objects of the parked cars will no longer be entered in the parking space lists, but the actual "moving" vehicles. Old parking lists are however downwards compatible, there is no need to reconfigure them.
* Parking and moving vehicles must be in the same container and "share" the same textures, otherwise repaints are not possible, because...
* Parking and moving vehicles share the repaint configuration files. Repaints are only defined for the moving vehicle and thus appear in the parking space lists. There are no separate Repaints for parked cars (currently).
Parking and moving vehicles are merged as follows:
* The parked vehicle is also imported as a scenery object as before and assigned the appropriate class.
* in the settings of the moving vehicle there is a new entry almost at the bottom where you can select the corresponding parking vehicle. Only parked cars that have already been packed into a container and if the ContentTool has been restarted in between are listed here.

- Simulation: Show ingame time with Ctrl+C
- Simulation: Interface in the simulation is hidden with Ctrl+Y (Ctrl+Z), e.g. to hide player names for screenshots
- Simulation - Multiplayer - Bugfix: Old bug restored, that the location of a "friend" is emptied when he goes AFK, but new bug fixed, that the location is occasionally not updated
- Simulation - Multiplayer - Bugfix: Ctrl+Y to hide the interface no longer quits the multiplayer game. The bug was weird, but cool!
- Simulation - Multiplayer - Bugfix: The or an "Overlay.HandleEvents" bug when joining a multiplayer game was fixed

- ContentTool: New workshop tag: AI vehicles

- Content: A total of eight new, up-to-date cars for AI traffic and to occupy parking spaces
- Content: The diorama map has been completely converted to the new eight cars
- Content: New Streckenzubehoer container from Rolf
- Content: PIS file updated by Steven