Posts by FF3170-LA6

    Sorry I forgot that I have added something new in the script, so there are 2 new variables invalid for this version.
    "mirror_L_add" and "mirror_R_add" are new variables for the additional mirrors of the training bus version in progress:

    For the handbrake, I intentionally added a safety lock on it. Therefore, to release handbrake by mouse, you have to click on the lock and PUSH it up before you can PUSH the handbrake forward.
    The safety lock of mechanical handbrake is a bit different: while clicking on it, PULL it slightly backward until the lock is pressed down, then PUSH it forward to fully release the handbrake.

    Air operated handbrake:
    Mechanical handbrake:

    For the gear lever and indicator light switch problem when using G25, use this patch:…

    Hope this can help you :)

    Patti98: Sorry, I don't have OMSI2

    I just remember that I haven't properly introduced the automatic control of the gearbox.
    This video shows the trick of the "H" position:
    By pushing the gear lever from N to H at halt, 1st gear is engaged.
    Then when the bus is accelerating, an "H">"N">"H" operation can shift UP one gear, given that the speed is high enough.
    The opposite happens when the bus is decelerating. An "H">"N">"H" operation can shift DOWN one gear, given that the speed is low enough.

    Whenever the lever is in the "A" position, the gearbox shifts automatically.
    An "A">"N">"H" operation holds the current gear when the bus is is accelerating. When the bus is decelerating, this would shift DOWN one gear, given that the speed is low enough.

    I hope you can understand how the automatic control of the gearbox functions. :)

    I have a problem, the gear stick of my G25 desn't work with this bus, instead changing gear with keyboard works well

    You may try this patch (Replace those files in Vehicles\Leyland_Fleetline\Script):…
    By using this patch, you should be able to change gears by G25. But if you are going to change gears by keyboard, you would have to keep pressing the key to keep the gear engaged.

    Thank you so much for making repaints for the Fleetline, Mark! :thumbsup:
    How is the new gearbox, especially the automatic version? I really need some feedback from all of you :)

    Hey FF3170, Love all the hard work you have put into this bus, but is there anyway to disable the 70kmh limiter? I've tried different gear ratios and engine curves but the bus still tops out at 70kmh and there is not mention in any scripts to a limiter/torque governor.


    To achive higher top speed, you can:
    1. Open antrieb_fleetline.osc, then
    2. Delete

    1. (L.L.M_Wheel) 500 (L.L.Velocity) (L.L.Velocity_Ground) max 69 max 69 - 3 * 6 min * - (S.L.M_Wheel)

    Then the top speed would increase. The modified bus should be accelerating very slowly after reaching ~70km/h, if nothing else is changed.
    I know it is weird, but due to the suspension setting, the bus can reach higher top speed when it is loaded more heavily?(

    Thanks for your support!

    Type: Bus

    Name: Leyland Fleetline 30ft (80's), Leyland Fleetline 30ft (90's), Leyland Fleetline 33ft (90's)

    Version: 2.0

    Authors: FF3170 (scripts, conversion, animation, repaints), 1333 (model, textures)


    China Motor Bus Memorial Page
    Sign Square
    Cheung Chun Kit
    And many other members of HKBF who helped me debug the bus

    Hope you have enjoyed the Version 1.0 of the bus(CMB Leyland Fleetline 30ft (90's) SF3-31 V1.0)
    In Version 2.0, there are THREE buses included in the zip-- Leyland Fleetline 30ft (80's), Leyland Fleetline 30ft (90's) and Leyland Fleetline 33ft (90's), all of them belonged to CMB fleet in Hong Kong.
    The 80's version of Fleetline 30ft features CAV automatic gearbox control and some special details on the body, while the Fleetline 33ft has longer body and wheelbase. One of the 33ft buses (LF67) even have mechanical handbrake instead of air-operated ones. Try these out!
    The gearbox script has been entirely rewritten, so the performance of the bus in this version is more realistic than V1.0.
    The specifications and features of the bus are listed and elaborated in the pdf file. You can also refer to [Bus] (WIP)CMB Leyland Fleetline 33ft (FE33AGR) with Alexander CB6 bodywork
    You are not allowed to re-upload or post the download link of this bus on other websites, but you can share this bus by posting a link to this thread.
    You are not allowed to copy any part of model and script files for the use of other addons without the author's permission.
    Download link:…014)

    Introduction and manual:…9qlvyr03/LF_SF_V2_ENG.pdf
    Please tell me if there is any error!


    For the clutch problem, you can solve it by:
    1. Opening antrieb_non_synchromesh.osc and antrieb_non_synchromesh1.osc
    2. Finding

    1. (L.L.clutch) 0.9 >
    2. {if}
    3. (L.L.antrieb_clutch_engagement) (L.S.Timegap) 3000 (L.L.antrieb_getr_ratio) (L.L.n_Wheel) * 300 max 1500 min / * - 0 max 1 min
    4. {else}
    5. (L.L.antrieb_clutch_engagement) (L.S.Timegap) (L.L.antrieb_getr_ratio) (L.L.n_Wheel) * 1000 / 0.25 max 2 min * + 0 max 1 min
    6. {endif}
    7. (S.L.antrieb_clutch_engagement)

    3. Replacing it with

    1. 1 (L.L.clutch) - (S.L.antrieb_clutch_engagement)

    I apologize for any inconvenience caused.

    In real life, operating the rollsign may be tedious, especially when the two destinations of the route are separated by tens of other displays.
    To simplify the work, drivers therefore use a cardboard to display the destination--either stick a photocopy of the desired rollsign on it, or simply write the destination on it.
    Anything displayed on the cardboard would override the rollsign, so a single click can immediately switch the "Target" of the bus, and start running on the return trip.

    Sounds great, doesn't it? :D

    Type: bus
    Name: Leyland Fleetline 33ft (FE33AGR)
    Authors: FF3170 (model, scripts, conversion, animation, repaints), 1333 (model, textures)

    Hi, it is me again. After finishing the public exam, I am glad to introduce my new bus to you. :D
    This bus is an extension of my previous bus (CMB Leyland Fleetline 30ft (90's) SF3-31 V1.0). This WIP bus (the LF class) looks very similar to the previous bus (the SF class). The major difference in appearance between them is their length--LF is 2ft 3in (685.8mm) longer than SF, so the arrangement of window bays and seats are different. Also, LF can carry 10 more seated passengers, but 6 standing passengers fewer (well, when they were new, both of them are liscenced to carry 19 standing passengers), so the total capacity of LF is 115, which is 4 more than SF.
    However, it doesn't end up here. The gearbox script has been entirely rewritten, so the performance of this bus should resemble the real bus more, especially when at low speed and pulling away from halt. Also, more identity-related features will be added to the bus soon.

    Here are some screenshots:

    Look at the dirt on the body:

    And the interior is slightly different:

    As you can see, the interior illumination is not sufficient:

    Thanks for reading :)

    The video shows the auxiliary fuel tank ("kanistra") refuelling function Laimis asked me to do a month ago. Finally it is done!
    To start refuelling, click the kanistra at the back of the bus to bring it to the front. The emergency exit is pushed open at the same time.

    Then click the second time--when the main fuel tank is not full, or when the kanistra is not empty, this click will rise the kanistra up and pour the fuel into the main fuel tank of the bus, which is located above the engine. Otherwise, this click will put the kanistra to the back of the bus, and close the emergency exit.

    When pouring the fuel, it is possible to pause the process by clicking the kanistra, and resume by clicking it again, given that the main fuel tank is not full, or when the kanistra is not empty.

    When the main fuel tank is full, or when the kanistra is empty, the refuelling will stop, and the kanistra will return to the side of the engine. A click will bring it to the back of the bus and close the emergency exit.

    Hi, it's me again

    I added the "automated" gear shifting function of the non-synchronized manual gearbox to the bus. Originally I planned to make this function for AI buses only, but later I realized that many people may have problem in doing the "rev matching" during gear shifts, so I enabled this function on player bus also.

    During shifting, the throttle, gear lever and clutch are solely controlled by scripts, so that the player don't have to do the shifting, and to match the engine speed with vehicle speed (letting engine rev dies down during upshifts, revving up the engine during downshifts), which requires lots of skills, high level of coordination, and is sometimes difficult to do so, especially when going up hill. In other words, you only need to control the clutch when stopping and starting, so as to prevent engine stall.

    As shown in the video, the shifting would take place when the speed of the bus reaches values defined in a constant file. However, downshifts from 3rd to 2nd gear, and from 2nd to 1st gear, will only be triggered when throttle is depressed, suggesting that the bus is going up a steep hill and is lack of power. Therefore, when braking on a flat road, 3rd gear would be engaged even when the bus comes to a halt. When pulling away from a junction, it would automatically shifts down to 2nd gear to produce better acceleration.

    And the gearbox sometimes do some improper upshifts when going up hill, resulting in "gear hunting", and great loss in speed. To avoid it, switch off the battery of the bus to disable the automated gear shifting function temporarily.

    The mesh of window doesn't have to be put at the end of model.cfg, but it must be put lower (in model.cfg) than those meshes that are not supposed to be "seen through", for example the interior.
    Besides, I would suggest you to detach out the outer side of the window, and put its mesh lower (in model.cfg) than that of the inner side, so as to ensure that the inner side of the window can be seen from outside. Windows on doors also need to be considered carefully.

    For a textfield to work, there must be two layers of faces. One layer belongs to the original object (which is assigned with normal texture and are not responsible for showing the text), while another layer is the textfield (which is assigned with the specific texture for showing the text) overlapping the original object.
    In OMSI, textfields actually show text by being transparent at the area where no text is shown, leaving non-transparent area for the characters, according to the alpha channel defined in the font file. The non-transparent area overlaps with the original object to show text on the surface of the object.
    If there are already two layers of faces as mentioned above, check whether the priority of the texture of textfield is higher than the normal texture. If yes, interchange their positions.

    In the case of [loopsound], the two values (1214 and 0.8 ) directly under the variable (engine_n) actually determine the pitch (instead of volume) of sound played. In your case, they mean "when engine_n =1214, the sound file is played in 0.8x of its original pitch" (pitch =engine_n /1214 x 0.8 ).
    Hope this can help you.

    Hi Mark,
    The repaints are nice, but the badges on the bonnet are a bit strange: as far as I know, Leyland only started using the "flourished" type of badges since mid-1980's. Before that, the "cyclone" type and "block letters" type badges were used. Since the production of Fleetline ended in 1980/81, I believe that Fleetlines should not be fitted with the "flourished" badges you used. Perhaps the following photo is a good reference:…2utN-ctVZiQ-dokDi2-8Pvj4D
    Regarding fleetnumbers, there is a point that I must remind you: the method of adding black fleetnumbets I mentioned previously is only applicable on Fleetline V1.0, as the mechanism of showing fleetnumbers in multiple colours is different.

    Thank you for such an excellent model!!

    For my repaints, I needed black fleet numbers so I just edited the RGB values to 0,0,0 for the "Fleet Number-blue" entry in the "model_SF3_31.cfg" file. Is there an easy way to add black fleet numbers and also keep the blue entry?

    Well, the exterior of the model is not done by me, but is done by 1333 instead.

    If you want to add a new colour for fleet numbers, you have to do the followings (quite tedious):
    In "model" folder:
    1. Copy "SF3_fleet_number_L_blue_.o3d", "SF3_fleet_number_R_blue_.o3d", "SF3_fleet_number_F_blue_.o3d" and "SF3_fleet_number_B_blue_.o3d"
    2. Rename the 4 .o3d files ("black" instead of "blue")
    3. Open "model_SF3_31.cfg" using Notepad
    4. Find "SF3_fleet_number_F_blue_.o3d"
    5. Copy

    6. Add

    immediately below the original code.
    7. Repeat the process, do the same to the other 3 fleet numbers.
    8. Copy

    9. Find "[LOD]"
    10. Paste the copied code above it
    11. Change the pasted code to

    In "script" folder:
    12. Open visual_varlist.txt
    13. Add

    1. Fleet_Number_F_black_visible
    2. Fleet_Number_B_black_visible
    3. Fleet_Number_L_black_visible
    4. Fleet_Number_R_black_visible

    14. Open visual.osc
    15. Change


    16. Finish

    Now, 0=white, 1=red, 2=green, 3=blue, 4=black