Posts by Florian

    But, and this is really my main confusion: Shouldn't the terrain between the rails be perfectly flat, parallel to the rails due to the absolute height of these? Why is it then creating such a spike??

    No, the terrain has its height also between the rails. As usual you place spline or polygons over the rail area which flattens the terrain to the correct height. You can check the terrain in the environment tab on the left. There you have got the wireframe checkbox, which you can activate to see the terrain in wireframe mode. So if there is a vertex of terrain between the rails, the terrain has bumps between two rails. Otherwise the terrain is flat.


    I spotted one difference to my tutorial so far. You use a .dds texture insted of .bmp texture. I recommend to create a new texture in plain white like 512x64 pixels big, which should be replaced. You may also have to adjust the height angle to get a better looking text.



    I will show the solution first and then we try to replicate it to your example:

    This screen shows, that the lamp I've selected has its own pivot point, as every other object in this blender file has. But the pivot point is not at the center of this scene. So I guess you have to center the lamp in edit mode and then switch to object mode for moving the whole object with its pivot point. In the Content Tool you have to click on yes, when this message shows up:

    the object to be centered on the object center

    This shouldn't screw the scale dimension. Did you change the scale settings of the object in object mode? If yes, you have to change the values back to (1;1;1) and scale the object in edit mode.


    short spines are a must for good performance. Also the lexicon makes me understand a short is better.

    Short splines still does not affect the performance ingame. In theory they produce more polygons in the final mesh, so they decrease the performance ingame by 0.00001 FPS or something like that. I still don't know, where you got the connection between my statement and the performance? If there are some tutorials or lexicon articles, which may be misunderstandable, we will edit them.

    The conclusion is: Using short splines will affect the stability of the Map Editor in a positive way. The integrity of a short spline is higher than the integrity of a long spline. If you use long splines and big polygons, you will likely get more errors in the terrain or they lead to a miscalculation of some properties as it was in the thread you got my text from. So there are benefits when using short splines and that why we always mention it. But there is no connection between short splines and the performance.


    One platform is an object, another one is a spline. Should I make an invisible polygon there so the game doesn't compensate the height to the ground, or is there any other setting I can use for that?

    At the moment the passengers are always "attached" to the ground, but in the future it should be possible to set a specific height to the waiting passengers. The most common way would be, if the platform cuts the terrain. As far as I learned this will cause many errors in the terrain, so the most platforms are standard splines (or even objects). For now the method sziriusz12 mentioned should be fine, until the LOTUS passengers will stand on the exact height by themselves.



    Is it some new checking stuff, also should I worry about it?

    At first, you don't have to worry about that and this is not new.

    There is already a faulty element in your map, so this message will always be displayed, when the tile is loaded. If you click on ok, the Map Editor will delete the faulty element. The faulty element is either a spline, a subgrade, a railtrack or a path. Afterwards you have to find out, which element was deleted, but do not put down the exact same element again. It is useful to split the new element into smaller length, which may help the Map Editor not getting a struggle on it again.

    So basically the Map Editor prevents the map from being messed up by a faulty element.


    Sorry, I completely missed this video, which has some interesting points in it.

    First of all I want to point out, that investing into PC hardware is not the glory to solve all problems. It is more likely to fix some problems to get other problems somewhere else. So the second part of the puzzle are the options and I guess to optimize the graphics options has more impact on the performance than any Euro you spent.

    Also this doesn't take LOTUS and its optimization out of the equation. But vice versa nobody with an average PC should play LOTUS with bunch of heavy stutters. You may have to reduce your graphics settings for a time. And last but not least there is no need to play on the maximum graphics settings. Beside that the presets are only presets and have to be adjusted for the best performance on your special system.

    So let's jump into the video:

    I partially skipped through the video while you were driving, but I've seen a quite stable FPS around 30 (which is quite ok regarding your settings), but there are tons of stutters when reloading. If you have a second monitor, you can put the Task manager on your second screen to watch the usage of your hard drive, LOTUS is installed on. If I'm right, there should be spikes in the diagram when a stutter occurs. To minimize them, let's go through your settings:

    These 3 settings are a bit over the top. As we currently got mostly tram routes, a max visibility of 1000 m for buildings is enough imo, 500 m should be enough for trees. The settings for 3D trees can be set to the second lowest setting on the left.

    The first slider defines, when the max resolution of the scenery is loaded and for now this setting gives me headaches some times. I would recommend to put this setting more to the left, to decrease the stutter. The terrain detail slider can be set always to the left on "low", because it is not needed yet, because the maps are mostly flat.

    I hope this reduces the stuttering without having much impact on your graphics.


    after selecting a possible type of sleepers on the right side

    I guess you missed this part of my message. As the warning on your screen says, you have to select a flexible sleeper out of the objects listed on the right side. You have to question yourself, how should the Map Editor know, which kind of sleepers you want, if you don't tell him? ;)

    Julian Hey sorry for bothering you. How do i enable those sounds on maps? Do i have to remove rails and put new ones again??


    you can change the rail quality in the properties window of a rail segment either to Froggy smooth or Froggy rough. Afterwards the sound will play, when you drive on the rail with the froggy rail quality.



    we got some tutorials for the Map Editor in the lexicon: lexicon or in video tutorials: video tutorials for further information. Beside that, I'll try to keep the explanation short.

    So the first thing you should know is, that the Map Editor has two height systems. On one hand you got the absolute height, e.g. for subgrades and rails, on the other hand you got the relative height, e.g. for splines and polygons. And last but not least you got the terrain, which is based on the real world terrain. But the data for the terrain is still in a quite bad resolution and has some calculation issues. This is the point where the rail shines in. The rail has an absolute height, because also in reality the rail never follows the terrain. It is more likely the other way round. So it is in LOTUS. At the moment the best practice is to lay the rail track, maybe edit the settings for this track and afterwards you lay down a subgrade by using the parallel function.

    It may be helpful to try some stuff from the tutorials to get in touch with the Map Editor. It may seem quite complex in the beginning, I have to admit. ^^°



    there are some settings in the graphics option, which have an effect on this. But first I need to know something.

    @Kinza DeAllura: Although you have a good PC, the FPS is slightly bad. So there might be some optimizations needed to get a better performance. Did you take a look at your graphics settings? Which preset do you use?

    Extrasuperkev Did you also changed this setting?

    Is this an early access thing

    Kinda like. The fences, hedges and so on have the least priority when loading. Unfortunately they are in the most cases near the vehicle when driving. There may be some enhancements in the future.


    Hi, I hope the lexicon article increased the performance a bit. If not, then try some stuff:

    - VSync off (I hate Vsync :D)

    - For a personal interest: Does it change something when turning off normal maps?

    - Load max resolution scenery to the far left

    - Tick every reduced mesh checkbox

    - Untick Live Aesthetics

    As far as we tested, there should be a slightly better performance on Dusseldorf than on Munich.

    And last but not least: The lags are based on loading or based on low FPS?



    there are several causes for this problem. First of all, please remember, if this splines was maybe placed on an other layer than 0. Otherwise a refresh with this button :refreshmt: helps quite a lot, because sometimes the wireframe doesn't get deleted on the first refresh after the spline gets deleted.

    If the problem persists, we need to dive deeper.