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Update notes via Steam Community
- All: 64bit version can now be used with graphics cards from ATI, as well

- Simulation: Changes to the texture loading process to reduce loading stutter
- Simulation: Multiple performance improvements
- Simulation - Bugfix: Creating screenshots with 64bit is possible again

- Simulation/MapEditor: New informative logfile entry, if a DDS texture has no MipMaps
- Simulation/MapEditor - Bugfix: Non-transparent scenery meshs are now visible through transparent splines

- MapEditor: Objects can be set invisible (reference lines, subgrades and scenery objects)
- MapEditor: Numerical input for Z-movement enabled
- MapEditor: Further performance optimizations
- MapEditor: Option added to switch the shift key effect in 2D view
- MapEditor: If "Z=" is enabled for scenery objects, the "relative height"-button in the toolbar is now properly considered
- MapEditor: Error catched, which occured upon changing the left tab during spline editing
- MapEditor: During numeric input upon shifting along the Z axis, the entered value is interpreted relatively to the origin before moving
- MapEditor: If you press [enter] while the focus stands on one of the text fields in the upper toolbars, it will now loose the focus and you will not see the confirmation message a second time. But you have to set the field's focus now again, if you would like to change the parameter again.
- MapEditor: Until now, subgrades of lower priority have been "deformed" by neighbor subgrades of higher priority. This behaviour could be undesirable, if two sub grades with different heights lie closely together. Now you can inhibit this behaviour by deactivating the check box "Smooth transition to neighbor subgrades".
- MapEditor: During saving, the WhileSaving folder is moved to the Export folder. If that fails, the WhileSaving folder is not loger deleted anyways.
- MapEditor - Bugfix: Splines are now split where the poles are
- MapEditor - Bugfix: If parking boxes are removed, no cars should spawn at this place
- MapEditor - Bugfix: Attachpoints of splines are now fixed

- ContentTool: Option "sharp texture" added to text/script textures
- ContentTool: Rebuild of the RC_PantographApplied variable
- ContentTool: Warning, if a DDS texture has no MipMaps

- Content: A lot new Berlin buildings added
- Content: Berlin street name signs added in longer and shorter
- Content: Special modules for Berlin stops added
- Content: New Road supplies and Basic textures from RW1HH - PLEASE NOTE: If you use the road markings, you have to generate your map tiles again to see them again!
- Content: New sidewalk type added with different widths
- Content: New curbstone type for stop areas added
- Content: Traffic light modules with not-yet-working functions (lights-on-demand and switch signales) are now dark

- Language: New entries!
- Language change: Editor.Main.ppmSelectUseZ ==> "Set height relative to terrain (using "Z=" in toolbar)"
Windows 32-bit PUBLIC - LOTUS-Simulator Kernel 32bit Depot 370354
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Windows 64-bit PUBLIC - LOTUS-Simulator Kernel 64bit Depot 370355
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Windows PUBLIC - LOTUS-Simulator BaseFiles Depot 370356
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