Personal support Q/A with Janine & Marcel

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Please note that OMSI is no longer under development. Some of the developers are now working on a new simulator. Further information concerning the LOTUS-Simulator can be found here.
  • Hello fans,


    on Saturday, 27th July, at 8 P.M. CEST/CET/MEST we will open this thread and you can leave all your support-related issues and they will be answered!


    Everybody who is interested in getting his questions answered and can not participate personally is welcome to send a PM to me. Everybody else just write a post.
    Please note: Don't forget a comprehensive description, screens, logfile, settings, hardware setup etc. since we can't ask you again.


    See you tomorrow
    J&M

  • As a modeller id like to know how to get the best out of the axis for the [newanim] tags in the model.cfg file for the dials that control the heater and airconditioning, similar to The Citaro in Darius' addon Drei Generation. The centre dials, i want them to rotate on their axis but i'm not sure what axis drags left to right, using the co-ordinates from Blender. So at any angle they'll rotate as they should, so if they're on the dashboard which is angled at eye level, they'll rotate left to right.


    Sorry, but I did not completely understand your question. So I just try to explain how you can get easy the best results with the axis: Before exporting your switch object in Blender, you have to check, if the local object x axis is aligned to the desirable rotation axis. To check this, change over into object mode and choose "local" as transform orientation. Then you will see the local object axis. Check now the X axis - if it is not properly oriented, move and rotate the object in object mode until it is. Then change over in edit mode, select the whole mesh and move and rotate it until it is at the right place again. Now you can export the object.


    In the model.cfg, just use "origin_from_mesh" after the [newanim] command. That's all. Now you can control your rotation animation with "anim_rot"...


    So if i could get some advice on what is below the anim_rot command so:
    anim_rot
    cp_heizregler_umluft << what are the commands also for the heizregler, what is bug, umluft and standheizung?
    0.007 << is this by how much the animation should move?


    "bug" stands for "front" and means just where the hot air will be exhausted. "Umluft" is "air circulation". Only air from inside will be used for heating. Otherwise outside air will be used. "Standheizung" is just the "auxiliary heating".


    The variable for bug => cockpit_heizregler_bug, Umluft => cockpit_heizregler_umluft, standheizung => cp_taster_standheizung


    The number describes how far the object will be rotated or translated if the variable has the value "1.0". You have copied this value from a translate animation, so you will see nearly nothing. Having translations, this value says how many meters the object will be moved. In this case "0.007" means 7 mm. But you have now chosen a rotation, so you have to enter degrees.


    E.g.: If you would like to rotate the object around 90 deg if the value of the variable increases from 0 to 1, you have to enter 90 here.


    How do you make a font! then the numbers in the oft file come from where?


    Fonts will be created with the following two commands:


    [newfont] (will create a new font set)
    {name}
    {bitmap file for colours}
    {alpha file for transparency}
    {height of one entire line (incl. space between two lines)}
    {space between two letters}


    [char]
    {the letter}
    {X coordinate at the leading edge of the field in the bitmap, where this letter appears}
    {X coordinate at the trailing edge}
    {Y coordinate of upper edge}


    You can find examples for fonts in the "Fonts" directory, where you can see how to use these commands.

  • Splines are more flexible, easier to make, so I want to ask, is there any chance that in some upcoming patch will be supported [helparrow] in splines?


    That would be a major adjustment since the help arrows are generated by intersections (where a bus indicates right or left). We may think about it, but it has no priority for now.


    I saw Julian's video and I think it's really cool, will be this in upcoming patch?


    Hm I don't really understand, what do you mean? Which feature shall come?


    I kinda miss that trolley poles (power collector) and contact shoes doesn't follow wires. Is there a chance that this will be ever in OMSI2?


    We have neither plans to integrate this feature nor to skip it, since it has currently no priority.

  • Hello,


    I would like to know if the current OMSI Engine is using Mipmaps. If not, will it perhaps do so in the future development of OMSI?

  • Hello,


    Are you planning to implement Dynamic Weather? If yes, would it be posseble to make a timetable for the weather changes? For example, 20 minutes after the game started the weather slowly changes to Rain, after 50 mins to sun ...

  • Hi,
    I am a programmer/developer myself so you can be very technical about files and so on.
    In the default Berlin Spandau map.
    If I activate a schedule and after that press the Direction signs in the menu OMSI 2 just hangs/freezes.
    If I do not have any schedule activated it works, the general signs are shown. If I have the signs shown and
    try to activate a schedule OMSI 2 also hangs.


    I have the reduce multi threading ticked.
    Also lowered a lot of scenery settings.
    Nothing about direction signs in the errorlog.
    What is going on??
    Omsi 1 works ok.


    WinXP Professional 32 bit SP3. Core2 Quad 4 GB mem.
    Asus P5Q SE2 using internal VIA sound.
    nVidia Gforce GTX 465 1Gb, driver 335.28. Installed the DirectX you provide in OMSI2 install dir.


    Can it be some VC runtime that I need to update/check? I have Visual Studio 2010 but not the C/C++ part installed.


    Have done some scheduled runs without the help signs and it runs perfect with no stutter or anything.
    Only thing is that I can not use the help signs.


    Per W
    Sweden

  • Hi,


    Just two questions at the moment:


    1, In Omsi 2 i see an increasing amount of freezing AI traffic at random places. Sometimes on crossings or junctions but sometimes just in the middle of a straight road section. It happens on all splines and crossing, that problem is not isolated to a specific "brand". What could be the cause of this?


    2, After removing a tile from the global it very often happens that Omsi will not start or give a out of range (fehlerberiech) warning. Before i remove the tile out of the global i'll make sure that this tile is completely empty and nothing is on the edge. My question: are the tiles connected by a different system than Omsi 1? For example i know that the bus spawning point is "managed" by the global file.


    Thanks in advance


    Mr Drive

  • I have an interesting problem. If I clik the articulated buses, the bus jump in the sky high and this is crazy.. Can you fix this irritating bug?