Posts by Florian

    Hi,

    What /how much/ paths are necessary for effective traffic light?

    Only 1. It doesn't matter, if this path segment is short or long.

    Should I only select those near the lights (stopping point)

    This, and espacially only the path at the stopping point. You can also cut a path at the desired position to get the best results.

    Pedestrians, how to setup paths for them.

    Pedestrians have 1 path from traffic light to traffic light.

    In general, can someone attach screenshot of phases so I can use it as a reference.

    There is a simple example on the right: https://de.wikipedia.org/wiki/Signalzeitenplan


    Greets

    In addition to that I find it very hard for us "external" modders to decide which level of detail on our own objects is suitable for Lotus.

    This is also hard to decide for everyone. As some of us "internal" modders have already made some bad decisions, which led to performance issues, we want to prevent others from making such experiences on their own. The decision making is also very complicated, so I can tell you some factors:

    • freeware / payware: When creating payware you should make sure, that every LOTUS user can play your add-on, it is not mandatory for freeware.
    • size of the map: Disk space is no problem at all until you get to the point, where small maps have 5 GB.
    • Does polygons matter?: Not at all, unless they are baked into the terrain. In this case the limiting factor is the map size.
    • How often do they occur?: The standard setting for sleepers are 60 cm between two of them. A holder is placed every seventh sleeper. If you have a sleeper with 80 polygons and a holder with 80 polygons, what's worse?

    In fact the sleepers and the holders are not quite equal compared to each other. I still would reduce polygons on sleepers, meanwhile I've got no problem with the third rail having the doubled amount of polygons.


    Greets


    I can't tell you about the metro cars, but the third rail is configured in the Rail Track Properties in the map editor. As far as I can see, the third rail is a special spline you can import into the CT prob. with the vehicle specific offset to the vehicle.


    Greets

    Honestly this is nonesense, we should not keep the settings low to get a decent framerate. Ex: I have a ryzen 9 3900x and a 3080. I cannot get 60 fps with medium settings, this is absolutly ridiculus, I don't want to take any main stream game for example because their developer team is too big in comparison to lotus, but let's say with ETS2 with the same setup you can get 100-130 fps with the same settings and setup. I don't pretentend to get 100 fps but AT LEAST 60, which is the minimum in the videogame industry.

    Read my post twice and you will see, that I'm also upset with the current fps situation. I can't imagine a person being fine with the situation. My point was, that there is no PC to handle LOTUS in its current state on settings to simulate a proper rush hour for example. Comparing to other games is in fact nonsense.


    Greets

    get

    "priority"

    What if articulated buses had already priority? And because of the poll the change to DirectX got priority? ?/

    I guess we are too poor to build a multi-thousand euro PC so we don't have lags and have more than 30-40 fps

    In German we call this sentence "wyld". Because this is pure nonsense. Even with a "multi-thousand euro PC" you won't get 30-40 fps on the settings you want. You can adjust the settings to get 30-40 fps by reducing AI cars, pedestrians, passengers and AI timetable vehicles.

    But sometimes the PR is just terrible. It's not about the meaningless votes or the lack of information about things. It's like having a serious bug-like thing and have absolutely no reply on the forum. You have a different opinion, then Janine simply deletes your comment or closes the thread. You know, the small things...

    I don't know, if you have read the topic in the German part of the forum about this topic. In the past there were several attempts to be more active in the PR. All of these attempts failed unfortunately, which led to the current PR. In theory there are plenty of great ideas, but in practice they fail.


    Greets

    Hi,

    I know it's an early access but come on... at least give us news.

    there were news in the last month in the forum. An update is in the making and will be done around the christmas days. Furthermore the last feature poll has revealed, that the community wants an upgrade from OpenGL to DirectX. This is an intense effort, so it takes time. Beside that there are new features in the pipeline which needs some time too.


    I still wonder, that the information about the upcomming update didn't reach you within the last months.


    Greets

    Hi,

    I'm sorry for a long post but I wanted to explain my workflow so you can correct me if I'm doing something wrong

    that's no problem. This is why we are here.


    First of all, there is a difference between the absolute height and the relative height. Subgrades, ai paths, reference lines, railtracks and some more using the absolute height. If you are working on a real map, you can probably can get the correct height from Google Earth or other programs. The height of the DEM terrain is not that precise, so I can't recommend using only the height of the DEM.

    Now, should this subgrade be in width of road (+/- some meters) or should I shape the terrain of that area?

    Area.

    In that regard, I understand that OMSI-like terrain editing isn't yet implemented so should I just wait for that option or I should play around with subgrades?

    Just play around with subgrades. When you get into it, it's a very nice feature in my opinion.

    When that is done, then I can start placing splines there. So I use curbstones and set them to -0.15 and that will modify terrain further for road. Now, for asphalt I can use either lane splines or polygons and they need to be on -0.15 too.

    This is correct, but I can't recommend the use of lane spline for asphalt. Mostly the polygons fit better in there.

    So my question is do AI paths follow terrain or polygons/splines?

    Everything is following the terrain, polygons and splines too, if you're using the relative height. This button right here :heightrelabs: toggles the height. When pressed you will use the relative height. Sometimes, e.g. when using subgrades, it is important to use the absolute height.


    Greets

    Hi,

    Thank you very much for the answer, but I think it's a shame that objects and splines are locked because I like to build maps myself and there are a lot of nice objects and splines in the dlc.

    of course we are aware of this problem. The main reason to lock our objects is, that freeware maps should not have payware dependencies. It would be a shame, that you have to pay up to 140 € to be able to play your favorite freeware map.


    Greets

    Hi,


    this behaviour is likely when the cutting mesh is pointing towards the ground. Please check if the normals of the cutting mesh is pointing upwards.


    Greets


    P.S. It looks like your spline is only two meters long. Please make it a little bit longer, e.g. 8-10 meters.

    Hi,


    at first the ContentTool can only handle .bmp or.dds textures. You also have to assign these textures to your meshes in Blender. Currently you have got the .png texture assigned which leads to this error.

    I‘m also a bit confused, why you name your images like „bugs“, since there aren‘t any bugs yet.


    Greets