Have you read https://www.lotus-simulator.de…tiplayer-Stationary-train in the lexicon? It shows you what variables you can use in your script to make sure the bus also works when not controlled by the player. You can also take a look at the scripts for the included bus ND313 in the OpenSource folder -> Scripts ND313.
Posts by jjasloot
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In my test map I have two switches with a crossing immediately after. If I add the paths to the editor the conflicting movements are still allowed even if I add both paths in the district.
Here "N from L" and "N to R" are both using the crossing.
Is the detection of this a feature that will be added later? Or would it be possible to block conflicting routes by clicking the corresponding boxes in the matrix in the conflicts dialog?
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Direct Message
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1. Please describe as detailed as possible what you did and which problem that leads to.
While the map is loading, after the first icon lights up, the simulation is running. This means that the train can be controlled and move while the world is not visible to the user.
Problem can be seen and heard in this video:
2. Please post your logfile and if possible attach your debug logfile, as well, which have been created during the problem occured.
Problem is best illustrated with the video, normal logfile is attached
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Ok, I hope that is clear enough for Marcel Kuhnt
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in the top right, it says CheckerPattern. Can you change that? To texture?
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right, can you also show the UV map?
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I think he means not yet a color. You should use an image file to texture the @2m_ object
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From what I scanned through it is is quite different. Very crude is LOTUS:
- Copy the object and rename it @2m_{name}
- Texture this copy such that the side attached to the wagon is on the left of the texture and the side that will move is on the right of the texture
- Export, import in LOTUS
- Set up in the content tool
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I'll come back to the question again.
After I studied the article (Mesh-Animationen) and in the course of communication, I learned that the harmonica (articulation) should be animated in Blender(https://pp.userapi.com/c848636…776/97110/QW2HUmxQSYc.jpg). Well, I understood that.
The question is now different, but how exactly is this to be done? Just the article is not very clear what to do.
Maybe at least add pictures for examples?
Thank you in advance!
The translation of the article is now online here, try to read through it to see if it clears things up for you
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Do you mean when they will be translated?
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You could try looking at the germany youtube tutorials, maybe you get some idea of what to do next? youtube
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I don't know the answers to your other questions, the lexicon German vehicle cookbook is empty on pantographs
For glass, this German article mentions glass: material-empfehlungen. Maybe Google translate can help you
And of course hope one of the developers finds time to help:)
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Each vogue has two axles with wheels, right? So you make two axles per bogie.
And yes, for each axle you add the corresponding bogie index and also 0 for the first wheel or 1 for the second wheel as axle index
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About 1: make extra animations, like in the picture I sent and attach the wheels to that animation
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Completely missed that....

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So looking at your model your vehicle has one car. So you have one rail car animation. That rail car animation is provided to you already, called main. Under that you add your 2 bogies, each with axles again for wheels. I would say like this:
Here RailCar is the normal start, renamed. Under that I added a Bogie twice, each with 2 Axles
But I am sure one of the developers would correct me if that is wrong.
If you had two cars it would be like this:
This means that RailCar 1 is the main vehicle, and RailCar 2 is connected to it
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The Main node you see is itself already a Railcar. You can set up this animation for the body. Under that animation, you can add animations for the bogies
This is the example from the manual. Here there is are multiple cars, A B and C. C was chosen as the main body. Under C you add the bogies that belong to C and you also add cars that are attached to C