1. LOTUS-Simulator
  2. News

LOTUS-Simulator News

Patch 1.EA.041

Contrary to the former limited possibilities of switch and road control, this patch adds several new features:
- Until now a shutdown trigger had to be placed. This is no longer necessary, as the track occupancy can now be checked (however, a prerequisite is the renewed "import" of the tracks in the route settings). The advantage of the occupancy-check is that the route is only unlocked when the last part of the vehicle (no matter what it is) leaves the marked tracks. But shutdown triggers are still supported.
- Switch signals can also be permanently lit if desired, so that the state of the points is always displayed (but this only works if appropriate routes have been set up).
- If desired, routes can also be unlocked, if an associated switch is set and hence no longer fits the route.
- If desired, it is also possible to ensure that a route is automatically activated when the points are in the correct position and the track detection sections are used.

- Simulation: Further preparations for the multiplayer go into the beta test :)

Content: Diorama map and (current) traffic lights in OpenSource folder included for free editing

Patch 1.EA.040

This patch enables you to automatically toggle switches with senders at the vehicle and receivers in the ground, and to block the switching against other vehicles.

The new feature package will be explained in the lexicon today - for Map Creators and for Vehicle Scripters.

The actual gameplay can be explored on the new Diorama map.

  • The choice of direction is done with the arrow keys on the IBIS (GT6N)
  • A sensor in the ground is marked with a sign ("W") in the overhead line - if this point is crossed, the arrow on the IBIS must already have been pressed.
  • The switch is only set if another road is not already blocking the setting of the switch.
  • The use of the switch iron (G / Shift+G) DOES NOT cancel the route.
  • A route is deleted by the train with the sensor driving over another "delete" beacon at the end of the route.
  • Only then can a subsequent train set the points again electrically via a setting command on the IBIS.

The current range of functions represents the absolute basic structure of the whole complex. More functions, specialties and so on will follow! Your information is also welcome. :)

More patch notes:
- Simulator: We work a lot on the multiplayer! :)

- MapEditor: With a right click/context menu you can call the "Initialize" procedure (again) for objects with script.
- MapEditor: Illustration of the exclusion of a roadway

- Content - IBIS: When IBIS becomes active again after self-retaining, it sends destination, special characters and line again.
- Content: Yufa's container has been updated, information about the content can be found in his thread

Patch 1.EA.039

- Simulation: Routes are now listed ingame, as well
- Simulation: The PIS group dropdown now correctly shows the names of the PIS group instead of the file name - the PIS group has to be saved previously after this patch
- Simulation: PIS groups are now correctly pre-selected when you choose your map
- Simulation: Simulation does not start until the scenery has been loaded (until the end of the loading screen)
- Simulation: Vehicle length is now displayed during vehicle choice - only for vehicles that have been saved since April
- Simulation: Option Terrain Resolution is now on lowest setting per default to prevent graphic issues. If you encounter problems with the graphics memory, set down this option manually. You only need high terrain resolution when you drive on a map in high mountains.
- Simulation: Preparations for Multiplayer Betatest included :)

- ContentTool: Re-sorting of routes possible
- ContentTool: Script functions added for PIS:
- function PIS_GetRouteLine(self: integer; routeindex: integer): integer;
- function PIS_GetRouteCode(self: integer; routeindex: integer): integer;

- MapEditor: The middle line of reference lines, subgrades, splines and tracks can be exported from the MapEditor into an x3d file (e.g. as template for complex buildings)

- Content - GT6N - Bugfix: Grabpoles and ticket validator in the A car are now correctly animated with the A car
- Content - GT6N: "Engine" sounds adjusted
- Content - GT6N: Articulation now correctly lighted from inside
- Content: Tools of Rolf updated (construction template)
- Content: Blind people's guidance track of Rolf added

Patch 1.EA.038

- Simulation: Change of the cycle camera feature in F1 view: With arrow up and arrow down you can now switch through the front and rear cockpit and you can reset the view. Additionally, you can no longer cycle through cameras of multiple cockpits at once, but remain in the chosen cockpit.

- ContentTool: "Independent sound" added - those sounds are loaded by their ContentID and are especially used for announcements.
- ContentTool: Function added to receive the number of routes of a dedicated line: function PIS_LineRouteCount(self: integer; line: integer): integer;
- ContentTool: The new function function PIS_GetStationCode(self: integer; stationmainlistindex: integer): integer; can be used to receive the station code, if the station index is known.

- Content - Diorama PIS: Further stops and routes added for demonstration purposes
- Content - Diorama: Further stops added to add more fun with the routes
- Content - GT6N: Announcements added
- Content - GT6N: Engine sounds added to the B-car, as well
- Content - GT6N: An integer broadcast "GEN"/"MAINSWITCH" has been added and is used, when the reverser is switch from "0" into another position (0 = 0, 1 = I, V, R)
- Content - GT6N - Bugfix: Inside displays did not show the first stop

Patch 1.EA.037

- ContentTool: From now on the green channel of the AO texture can be used for artificial lightings. In case you use an AO texture that is black-white only, the AO texture will be used during artificial light, as well, alternatively you can specifically add and bake shadows for artificial lights.
- ContentTool: Display of the current line of additional string edits in the special PIS tool
- ContentTool: Problems on deleting routes fixed
- ContentTool: The PIS tools now use the 0th string for lists and filter - and not the ID. This aims to be easier to read.

- Content - GT6N: The A-car got baked shadows of the inside lights for testing.
- Content - GT6N: Alpha and normal maps for the outside textures finished
- Content - GT6N: Night lighting bugs in the driver's cabin fixed
- Content - GT6N: Setpoint generator - Gamecontroller support fxied