Lotus Simulator cover
Lotus Simulator screenshot
Genre: Simulator, Indie

Lotus Simulator

Patch 1.EA.085

Detailed patch notes as always: >> HERE <<

Simulation:
- First passengers in LOTUS!
- Extensive revision of content selection for multiplayer games.

ContentTool:
- Laying of passenger paths and configuration of passenger seats
- Object files can be opened directly via command line

MapEditor:
- Stops for bus and tram passengers

Content:
- lots and lots of fresh content!

Detailed patch notes as always: >> HERE <<

Patch 1.EA.083

For now, patch notes highlights here, only.

Detailed patch notes as always: >> HERE <<

Simulation:
- Considerable work-over of vehicle configuration
- Retroreflections (e.g. reflecting signs)
- many bigfixes!

ContentTool:
- Master-Slave-Modules
- Module repaints
- Preview images with visible modules and scripts
- many new functions!

MapEditor:
- Objects can now be rotated
- multiple bugfixes

Content:
- Containers of Tene, Panda, Philipp, Yufa and Steven updated

Detailed patch notes as always: >> HERE <<

Patch 1.EA.080

- Simulation: AI humans! The first and most elaborate step towards passengers is done. From now on different people populate the maps. Soon they will also be able to get into vehicles, but we will need your help for that...
- Simulation: The options maximum visibility distance of AI vehicles and AI humans are now working
- Simulation: Added option for maximum visibility of pedestrians and for setting the number and density of pedestrians - these options can be used to disable pedestrians
- Simulation: With [Ctrl]+[Shift]+[Alt]+[E] a tree view of all modules of the currently selected vehicle is opened. From here you can select the Script Test window for all modules.
- Simulation: The Script Test window has a protocol function which intercepts all broadcasts etc. A blacklist allows to hide specific entries, whereby all blacklist entries are interpreted as "contains". ("blabla" as input is interpreted as "*blabla*").
- Simulation: Certain Unicode areas were not usable
- Simulation/Plugins: ReceiveVarString procedure fixed
- Simulation: Interim-PIS now loads much faster
- Simulation: Black bus windows in the rear view mirror fixed

- MapEditor: Pedestrian paths and people group polygons added. People-group polygons can be given a direction to which the placed people (with variation) align themselves. Alternatively, this feature can be disabled.
- MapEditor: When creating a new map or if it has to load tiles (i.e. the given DEM map or OpenStreetMap data) from our server, the MapEditor must be in online mode.
- MapEditor: Helpers are always visible during the construction of lines etc., but can still only be activated with [Ctrl].
- MapEditor: Helpers are visible when the mouse approaches
- MapEditor: When typing a filter, keys with a function like [N] are locked for the MapEditor (to avoid accidentally placing a new object etc.)
- MapEditor - Correction: Previously, and before inserting the corresponding button :snapZ:, when building a polygon, [Ctrl] enabled vertical adjustment. This doesn't make sense anymore, [Ctrl] simply adjusts the polygon as indicated by the button.

- Content: Diorama now with pedestrian paths and new traffic lights for demonstration purposes.
- Content - Bugfix: Stops-Cube - The maps streetcar timetable and fare information were both stored on "T". Tariff information is now stored at "I".
- Content/Lexicon: P+R logo in Krüger fonts and lexicon fixed. All those who copied the P+R logo symbol for their own fonts directly from the lexicon must copy it again from the lexicon article.

Detailed information, support and discussions in our forum.

Patch 1.EA.079

- Simulation: New graphic effects added. Please enable the "Postrendering" option. This effect should still be fine-tuned. So if you have any comments, please let us know! Attention: Please have a look at the content of you, that is glowing! Vehicles, street lamps, bus stops - everything that has light sources. Look at them day and night. Certain settings may need to be adjusted - if something looks strange, please let us know, and we will be happy to help you adjust the settings.
- Simulation: Intensity of the sunrays adjustable
- Simulation: LODing (especially for 3D trees) enabled. Fine tuning still has to be done.
- Simulation: Up to 16 "headlights" can now be activated (i.e. light sources that illuminate the environment from the user vehicle). This control should be used with caution, however, as the graphics card computing effort becomes correspondingly heavy!
- Simulation: Ingame Alarm Clock
- Simulation - Multiplayer: Possibility to leave your group directly if you are in a group and want to join another game
- Simulation: Interim options introduced, because the "right" options sometimes caused problems when opening during simulation.
- Simulation: Performance of the user bus improved
- Simulation: Also in the 64bit version you are asked if you want to configure a new game controller automatically when you connect it.
- Simulation - Multiplayer - Bugfix: Time was set 1 hour forward after joining a game
- Simulation - Multiplayer: Progress of time is now saved in order to rejoin a game at the latest position AND latest clocktime
- Simulation: When objects are "clicked on" with the mouse, left and right mouse button can be pressed independently and simultaneously
- Simulation: Complete revision of the internal functions around adding, editing and deleting hotkeys of all kinds
- interim options and interim FIS: scrolling possible with live update

- MapEditor: New refresh button for all layers :refreshalllayers: (Attention! Slow!)
- MapEditor: New soil texture mode "Grid"
- MapEditor: From now on you have to press the [Ctrl]-key while editing/creating objects and lines of any kind if you want to select other elements or helpers at the same time, e.g. to achieve aligns or snaps.
- MapEditor: Scenery objects can be hidden
- MapEditor: Button to north the view
- MapEditor - Bugfix: Gradient was also applied to relative paths
- MapEditor: A freshly loaded map is not immediately shown as unsaved.

- ContentTool: Third LOD level introduced

- Content: New Berlin buildings
- Content: DDR drop light (high double version)
- Content: Berlin bus stops cube
- Content: Slightly thicker version of the standard bus stop font
- Content: Flipdot display adapted to the specifications in the lexicon
- Content: Berlin tariff system and the special FIS files are now marked as public domain.
- Content: Update of the containers of Steven, Pandemist and Yufa

Patch 1.EA.076

- Simulation - loading process could be shortened very much.
- Simulation - Bugfix: If you didn't stop anywhere when the option "Reload while standing" was active, you almost inevitably drove into the void.

- MapEditor: For the construction of route elements (when using absolute heights) a gradient can be preselected with which the new elements are laid. If the gradient deviates in the point to which it is docked, a suitable transition piece is constructed.
- MapEditor: In the track geometry (former switch) calculator you can now also construct track changes with transition curves.
- MapEditor: When entering numerical parameters when laying reference lines, tracks etc., the transition curve parameter "A" can also be entered directly.

- Content: Steven's PIS updated
- Content: Yufa's Container updated
- Content: Streckenzubehör from Rolf updated

Patch 1.EA.075

- Simulation: In the route overview, the special characters are also listed if the route has one.
- Simulation: The first destination is entered in the route overview if the route has no stops.

- MapEditor: Singleplayer maps can now be converted into multiplayer maps. The following applies: Maps with DEM are reserved on the Fictional Planet and are visible in the overview from now on. Later on they can be selected, loaded and driven on in the multiplayer together with other Planet maps. Maps without DEM can also be converted, but are only playable individually in the multiplayer. Have fun! :)
- MapEditor: MP maps may overlap now - so everyone can reserve a map whereever he wants to.
- MapEditor - Bugfix: Problems when changing tile reservations

- ContentTool - FIS: FEATURE REMOVED: In the special FIS no more stops or routes can be added or edited
- ContentTool - FIS: When editing stops / destinations no permanent update after each character
- ContentTool - FIS: The general additional strings as well as those of stations, routes and route stops can now alternatively be edited in a separate, resizable/maximizable window
- ContentTool - Bugfix: With special FIS files there was sometimes no save prompt

- Content: Stevens PIS updated
- Content: Vegetation update from Florian

Patch 1.EA.074

- Simulation - Multiplayer: Now with AI! We especially thank Teneberus , Steven3233 , darkrai and gt670dn for countless hours on Dusseldorf to finish this feature.
- Simulation - Multiplayer: Traffic density and number of cars now adjustable by the game master. Don't set the AI too high, for some computers it is too much ;)
- Simulation: Small performance improvement (influence on the FPS only under certain conditions)
- Simulation - Bugfix: Signals have switched wrong in some cases (e.g. with the Basecontent universal switch signal the W1, if you have assigned multiple routes to the W0)
- Simulation - Bugfix: Black GT6N rear parts (and possibly other similar effects), especially on the "other" in multiplayer
- Simulation - Bugfix: Although vehicles were switched to "invisible", they were partially displayed in the vehicle selection
- Simulation - Bugfix: "Old" electric switchs in multiplayer (e.g. on Hamburg) work now
- Simulation - Bugfix: MP/KI cars had no curve squeaking sound
- Simulation: Temporarily added an interim PIS display, can be activated by option

- MapEditor - Bugfix: Invisible tracks could not be laid
- MapEditor: Tracks can no longer be deleted in "street mode", only marked (for the traffic lights)

- ContentTool: New script function: "function RegEx(Input: string; Pattern: string): boolean", tests strings for a certain format
- ContentTool: New script function: "function RegExReplace(Input: string; Pattern: string; Replacement: string): string"

- Content: Stevens PIS updated
- Content: Flipdot display - various bug fixes
- Content: Green traffic light poles (Pole and Whip) added
- Content: Update of Florian's containers

Patch 1.EA.068

- Simulation: Change from "with shadow" (day) to "without shadow" (night) in twilight now much more realistic and less suddenly
- Simulation: With Ctrl+C you can now also display the ingame date
- Simulation - Multiplayer: New option: Players' vehicles are preferably reloaded when standing
- Simulation - Multiplayer: Only those vehicles are transmitted to the player that he can see
- Simulation - Multiplayer - Bugfix: AFK display of players ingame works now, but is a bit delayed for efficiency reasons
- Simulation - Bugfix: Vehicle equipment and constants were not displayed in GUI

- MapEditor: Hiding of AI paths possible

- ContentTool: Variables RC_PIS_Route and RC_PIS_StopSeq added, with which the route and the index within the route can be transmitted to mulitplayer vehicles

- Content - GT6N: supports "RC_PIS_Route" and "RC_PIS_StopSeq"
- Content - GT6N: Clutches now fold out for traction in MP
- Content - Diorama: Two holes filled
- Content: Streckenzubehoer from Rolf has received a new catenary pole
- Content: New PIS from Steven

Patch 1.EA.067

- Restructuring of parked and moving AI vehicles: "Moving" vehicles (rail and road traffic and AI or user) have a new parameter that defines which "parked" scenery object vehicle should be assigned to it. In the future, it will be possible for moving vehicles to park via this connection and vice versa, of course. This can be realized for non-scheduled traffic on the street or in public parking lots, as well as in depots with both buses and trams, whereby the parked vehicles can be those that are not currently driving in the game. This change has the following consequences:
* From now on, the scenery objects of the parked cars will no longer be entered in the parking space lists, but the actual "moving" vehicles. Old parking lists are however downwards compatible, there is no need to reconfigure them.
* Parking and moving vehicles must be in the same container and "share" the same textures, otherwise repaints are not possible, because...
* Parking and moving vehicles share the repaint configuration files. Repaints are only defined for the moving vehicle and thus appear in the parking space lists. There are no separate Repaints for parked cars (currently).
Parking and moving vehicles are merged as follows:
* The parked vehicle is also imported as a scenery object as before and assigned the appropriate class.
* in the settings of the moving vehicle there is a new entry almost at the bottom where you can select the corresponding parking vehicle. Only parked cars that have already been packed into a container and if the ContentTool has been restarted in between are listed here.

- Simulation: Show ingame time with Ctrl+C
- Simulation: Interface in the simulation is hidden with Ctrl+Y (Ctrl+Z), e.g. to hide player names for screenshots
- Simulation - Multiplayer - Bugfix: Old bug restored, that the location of a "friend" is emptied when he goes AFK, but new bug fixed, that the location is occasionally not updated
- Simulation - Multiplayer - Bugfix: Ctrl+Y to hide the interface no longer quits the multiplayer game. The bug was weird, but cool!
- Simulation - Multiplayer - Bugfix: The or an "Overlay.HandleEvents" bug when joining a multiplayer game was fixed

- ContentTool: New workshop tag: AI vehicles

- Content: A total of eight new, up-to-date cars for AI traffic and to occupy parking spaces
- Content: The diorama map has been completely converted to the new eight cars
- Content: New Streckenzubehoer container from Rolf
- Content: PIS file updated by Steven

Patch 1.EA.066

The simple non-scheduled AI is finally here!



What the simple AI can do:

  • Drive straight ahead
  • Stop
  • Go
  • Turn
  • Merge
  • The opposite of merge
  • Show consideration for the user vehicle (bus and tram)
  • Clear the intersection (simple)
  • Traffic jam
  • Know traffic lights
  • "Right before left" and other right-of-way rules
  • indicators, tail lights, headlights

What the simple AI can't do yet:

  • Change lanes
  • driving uneven speeds at the same speed limit
  • Clear the intersection (complex)
  • Overtaking
  • Multiplayer

What's not there yet:

  • Driving AI cars from Oriolus. First of all, take the great CV2 that Rolf has made available to you all from his addon. Later on there will definitely be modern AI cars!


In addition to what should already work, we are happy about clear bug reports. To make them useful we need a video of the bug and a screenshot of the AI-paths on the map at the location, preferably from the same perspective.

More patchnotes:

- Simulation - Multiplayer - Bugfix: Bug in position algorithm fixed. This fixes the problems with bad internet connection.
- Simulation - Multiplayer: Loading and unloading of multiplayer players improved, but the lags still happen as soon as a player becomes visible!
- Simulation - Multiplayer: Improved synchronization, there are still rare bugs with bus players
- Simulation - Multiplayer: Pure AI vehicles are no longer in the vehicle selection list
- Simulation - Multiplayer: Notification when someone joins the game (untested)
- Simulation: Entrypoints now sorted alphabetically

- Content: LCD matrix updated by Tene
- Content: New version of the Diorama map
- Content: Streckenzubehoer updated by Rolf
- Content: Stevens Bus PIS updated
- Content: The developers of the Düsseldorf Addon have donated addon content for the LOTUS standard scope! Many thanks!

Please note: Patch notes are always published first here. If you want to stay up tp date, visit our forum. You do not need a registration!