Posts by Florian

    My grandfather told me a joke about it. If i need 16 Hours to make this road, i will need 10 years to finish the map. Its funny....isn't it?

    I'm quite sure, your grandfather said something like "If you need 16 hours to build this road, the way you are building this road is horribly wrong." Your grandfather seem like a wise person to me.


    Now, that was more informative. I don't want to be rude or anything like that, sorry if I was, but that's (in my opinion) is at least a point we can start from.

    Honestly support is not an easy task and especially the errors concerning the Map Editor can't be answered with a standard sentence. So we have to rely on the data given us by the users. So we decided to create a template for support threads to get this data. When this template is not filled in correctly we probably can't help you. This is the fact, why we were pointing towards the template in the first place.

    BTW the second error message says: "A tile could not be loaded or is corrupted. Do you want to delete it?"

    Maybe there's such a big error the map editor cannot even load it?

    Ok, the error message is a big part in the puzzle. Basically if you get this error message, you need the files from a back up. The Map Editor is capable of cleaning the map and get a consistent data basis. When this fails, the tile has to be removed permanently. You only can replace it with the same file, but in an older version.

    Do you know, is there any size limit that the map editor doesn't really likes to load a tile file above?

    There shouldn't be a reachable file size. The effects of having high size tiles affect the performance and the loading times when changing the tile in the simulation. The editor should also have a worse performance, but I don't think 200 MB are enough to crash the editor. A key fact is, that the tiles nearby are also very big. Maybe this changes the equation.

    To get in touch with some numbers, I had high sized tiles in my map Duesseldorf as well. The biggest tile had like 130 MB. On a medium PC with like 4 or 8 GB RAM, the map had performance issues. Janine has an old laptop to also check such oncomming performance issues, you'll find the specs somewhere in the lexicon/writings about minimum PC specs. I decreased the size of this tile by 50 % simply by optimizing all splines and rails.

    Another effect we recognized were the loading times for the tiles when not stopping at tram stops. I've reworked the ties to get a better performance and smaller loading times in the editor and in the simulation.

    A normal tile should not hit the 50 MB mark at all.

    Also, what thing can he do if the map editor doesn't open those tiles? Delete the tile files and rebuild the content of it, or nothing?

    The file contains the terrain. If you delete the file, the terrain is gone and all information about it too. If this happens, you are basically screwed. Because of simulating the globe and its round shape, every file is unique and can't be replaced by an other tile file.


    To be fair, that's not so informative.

    Could you please at least give some tips for him what can cause this? 'Probably made by the map creator (...)' Yes, probably, though he claims he didn't change a thing in the last year. Even if we'd know it might be because of a spline, a subgrade, objects, track...etc error, he could start to look after some things. But that's just needle in the pile of hay.

    To be fair the first post of this thread is not so informative either and I have no information to provide a simple solution. ?/ On the other hand we got the Map Editor, which is a very complex system, that struggles the most, when the user does something the editor doesn't like at all.

    So let's conclude: The first screenshot has a warning, that a spline-like object will be deleted, followed by a message, written in a language I can't understand. The warning is mostly not critical, this just deletes the object. The next screenshot shows the files, where we can see 3 nearly impossible huge tiles. If I'm not entirely blind, these tiles are each above 200 MB and these values are insane. What is the content of these tiles? :omg:

    The next screenshot shows an error message I haven't seen in a long time, same as the error messages in the other screenshots.

    The logfiles, that are attached to the post, are not quite helpful and the, for this case very important, Debug-Logfiles are missing.

    All in all it's not that easy to help in this case. One thing is, that huge files sizes unfold in the RAM a little bit, which could be causing the errors, but this is only a wild guess.9.9


    To be honest, it is good to have some data about your specs. The template should be filled out, because the error message says something about the RAM.

    A key fact is that the Map Editor is not capable of creating a working map, so there is some error, probably made by the map creator, that is a threat to the Map Editor causing the issue.


    You have to generate the terrain again, after modifing/deleting the tracks, splines. Eg. if you delete the track you can still see it, but you cannot click on it, because according to the editor, it's actully deleted.

    I'm not entirely sure, but after deleting the ballast from a track or when doing similar stuff, the deleted object disappears after a certain time, let's say less than 5 minutes. In my opinion this won't get faster when refreshing all the time. ?/


    sziriusz12 he is saying that your map is in early access and it's pretty much empty and it's already 3.5 gigabytes which is way too big for an early access map. At least that's what he is saying.

    Guess he fully understood, what the problem is.

    Let me mention that you did something wrong in the optimization (likely that you used hi-poly ballast or tracks, IDK) because the map is 3,5 gigs in this pretty early stage...

    He didn't. When building large maps the filesize increases simply by occupiing the terrain. So when he is filling the map with streets and houses, the file size won't increase that much. ;)



    depending on the program you use, the simple way is to save your jpg or png file as a bitma. Then reimport the texture into the program, the UV Mapping should remain the same. I guess, that would be a task of 2 minutes.:)


    Thanks for the screenshots. :)

    100 polygons

    Soooo, should I remodel the ties again, and regenerate the whole map because of that?

    Yes, please. The ties of my rail package has 45 polygons and I guess that is the maximum for a tie. Unfortunately you can't see the details of a tie that good, even if the train is standing. You can see let's say the 10th tie in front of the train clearly, the other ties cost lot of performance and space on the hard drive with absolutely no visual effect. ;)


    I have 1600MHz DDR3 RAM, one piece of 8GB board. Unfortunately I cannot install higher frequency units since that's the maximum my motherboard can use.

    Basically 8 GB of RAM are enough. But only if you are using the map editor and a browser at the same time, it is critical. In this case 16 GB should be a good idea.

    To change the ties, you don't have to import them again, simply open the tie in the content tool, delete the meshes from the mesh list on the right, go to the first category on the left and use the import button to import the main mesh again. If you didn't change the materials you can simply save and pack the ties. The map editor recognizes the change on its own, but somehow it's recommended to click on one track, open the properties and click ok.

    Please create a backup of your container before changing the tie. If a part of railtrack is missing or screwed, all tracks using this part are getting deleted completely.



    we are sorry to hear, that the map editor isn't working for you as intended. At the moment there is indeed a performance issue ruining the experience in the map editor since the latest update. We are currently collecting data when users having a performance problem, so please post a screenshot from the performance window. You reach this window by clicking on the clock icon up in the middle.

    Concerning the questions you have:

    Your PC should be fine to run LOTUS and the map editor. Since I recently got a new PC, I can tell, that the speed of the RAM is more important than the amount of GB you've got. So buying more RAM won't solve the problem, I guess.

    The amount of time the map editor needs to save and pack is ridiculous. Is this also happening since the latest patch?

    The size of the map is not unusual and basically the space on the hard drive is not a problem at all these times. A key factor when building a map is, that the terrain, even if nothing is build on it, also needs to be saved (obviously :D). So when you complete the scenery on your map, the file size should not increase that much as when you build towards new terrain tiles.




    the values from Kira are correct. I'm a bit astonished, that you got the values from measuring with a reference line.9.9



    the pictures helped a lot, so I'll try to answer the other questions too.

    1) Will electric buses and trolleybuses be realized with a large autonomous course? Anything will be known, how will it look about?

    As far as I'm concerned the trolleybuses will be provided by us, but there won't be an official map for trolleybuses. I think, you can script the possibility to drive with fuel, when there is no contact wire.

    2) I wanted to know if it is possible to support the terrible state of the contact network, that is, sagging?

    This is already possible. The V6E from Hamburg has the function, that the power collector will derail in several occasions.

    3) How to make an arrow under 1520 mm in the map editor? Just the arrow itself does not appear, and only the wits remain. Or do you need to do the arrow in the tools?

    If you only want to change the gauge to 1520 mm, you have to create a new preset in the map editor and there is no need to create a new track with Blender and the Content Tool. I'm experiencing some troubles when changing the presets afterwards, so maybe you should delete the railtrack on your map and build them with the new preset once again.

    5) In which category to import the contact network supports and the contact network wire itself? How to make the clips join the contact network?

    The wire itself should be imported as a "Catenary" and supports are simple Splines where you can chose the fitting category on your own.

    6) And somewhere about content is described about all categories?

    There is no strict rule for every category. You chose the best fitting category for your content. But keep in mind other people should be able to find your content too.

    7) Will there be support for such an extraordinary situation as a hall (broken) current collector (pantograph)?

    You can create this by a script.



    I've seen your post before, but right now, I can barely understand, what you are trying to say. So apologizes in advance, but can you post pictures what you mean by:

    - "autonomous course"

    - "contact network"

    - "arrow under 1520 mm"?

    This looks like Google Translate and this vocabulary isn't related in any kind to our simulation.

    Anyways: I can at least answer question number 4. I recently wrote an article about the import of your own rails into LOTUS in German. I will translate this article as soon as possible.


    The thing I don't understand is why, one time I've removed the subgrades and the reference lines the splines and the polygons follow the correct slope of the ground?

    In theory it should be all flat or maybe I'm still not able to use these functions correctly and I do not understand their usefulness.

    The height of the splines and polygons is relative to the terrain. The terrain is defined by the ground itself and the subgrades. If you remove the subgrade, the map editor will calculate the height of the polygons relative to the (mostly wrong) ground.

    The data we use to create the ground isn't that exact. At the moment it is very useful to display mountains and so on, but if you create a street or a railtrack on the map, you need a flat surface, where the street is located.

    Last but not least the ground is mostly a little bit to high, so the subgrade is normally placed "underneath the terrain". After calculating the terrain again the subgrade is obviously part of the terrain.

    The conclusion of this is to get the height out of Google Earth or other tools (maybe your goverment provides a website with good height data). Then you use this data for the subgrades, so you place all your rails, streets, trees, houses and so on on subgrades. When building tram routes you set the rail first and then the subgrades.


    I tried to remove the subgrades and the ground came back normal. Is it possible to build the map anyway without subgrades and reference lines?

    Why would you remove the subgrade? I didn't write that.

    It is necessary to use subgrades, if you want to build a real world map. Reference lines are a good tool to create your map, so use them as often as you can.