Beiträge von Marcel Kuhnt

Das Forum befindet sich im reduzierten Betrieb. Die Addon- und Supportforen bleiben weiterhin verfügbar.
Bitte beachte, dass OMSI nicht mehr weiterentwickelt wird. Ein Teil der Entwickler widmet sich inzwischen der Entwicklung eines neuen Simulators. Weitere Informationen zum LOTUS-Simulator findest Du hier.

    1) Do you plan of making a manual for Omsi 2 Editor, to show how to use all new features (Stn link, chrono events etc.) ?


    I think, as soon as we have fixed the last bugs, we will perhaps write some further documents about addon development.


    Is it possible to increase FPS using other bus types (with this method)?


    The FPS depends on several criterias. Of course, the FPS can change significantly if you change the ai list. If you use a large number of different bus types, OMSI needs more RAM and VRAM. If you have bus types with very complex models, without LOD and without extra reduced ai model, then the frames per second can decrease dramatically.

    • Is it planned, that the wheels may have a separate rotation speed?
    • It would be nice, if distance information between two bus stops (if shedule is active, and bus is "on track") would be also available for the script (bus), as it is available in the editor already!
    • if tickets could be given based on travel distance;
    • For the Ikarus 280, and buses like that, it would be really nice, if the articulation could be made for the 3rd axis too..


    Your feature wishes are quite nice and interesting, but I think we won't add them to OMSI 2 anymore since they need more or less deep changes in system.

    I have a question about the dock distance. How does this work? I discovered by accident that a higher setting leads to a smoother approach of the busstop. Although the disadvantage is that the AI goes over the curb. Is docking distance meaning the distance between the busstop and the moment it is "discovered" by the approaching AI? It seems that the function differs from Omsi 1.


    In OMSI 1 and 2, the docking distance is the distance from the bus stop to the point where the bus leaves its lane and approaches the curb stone. The bus behaviour could vary between OMSI 1 and 2 - and between the old track/trip and the newer stnlink method.


    A second question about sounds and performance. My sound setting for Omsi is a little bit above the standard 200. All my systems are equipped with good soundcards (creative Sci-fi or an extern roland edirol) but i still see that when there is a lot of noise (driving over cobblestone) the FPS drops and the loading of scenery and tiles goes slower. I see this on all my systems. As muscian and sound engineer i know that soundfiles can be a show stopper. In short: Is it possible that the handling of sound by Omsi is partly responsible for freezes and stuttering?


    I never saw such a phenomenon. This could be a special behaviour of your PC hardware or it could have another reason - perhaps a more challenging calculation of the wheel height while driving over bumpy road surfaces.


    And not to forget. Maybe Omsi 2 is not yet what it could become but i really love the possibilities of the Editor, so you have a done a really good job!!


    Thank you very much!

    :)


    I mean the information that the script sends to the Omsi physics engine, whatever that information may be, for it to calculate the wheel speed.


    The wheel speed will usually be set by the vehicle speed. The speed will be tranformed into the wheel speed and this value will be transfered to the script. On the other hand, the script sets the momentum ("force") which will be transfered to the wheels and which will be used to calculate the traction force.

    1. What variable do I need to write to for the output of the gearbox? I've tried looking in the scripts but everything is in abbreviated German, which I can't understand...


    I don't understand which physically variable you mean with "output". The rotation rate? And it depends on which gear box you mean.


    2. I believe you mentioned during the development of Omsi 2 that you had made a font generator, is it planned to be released?


    I cannot say when I will release it. But I've noted you wish...!

    ;)


    And a little feature request, could you perhaps put a line break in just before the tile number/coordinates in the red text in the Editor? For people like me with small monitors, the text goes off the screen.


    Ah, ok, I will put this on my todo list, too!

    ;)

    With the H-shifter on my Logitech G27, there appears to be no way to use the stick in the centred position as neutral. OMSI 2 does not detect it as a button. I have to use another normal button on the wheel instead. Is there a fix for this? Thanks.


    Yes: There are some special button events:


    "Manual Gearbox: 1st Gear (only while gamectrler button is pressed)"
    ...


    You will find them somewhere at the bottom of the list. These events check also, if you have left the gear position and switch back to neutral.

    Why is collision between AI in options ? This function is not working.


    We have not noticed this error yet. So we will check out this problem in future beta tests.


    You're talking about dynamic arrows right? Dead end sign has [helparrow] too, but they aren't generated automaticaly, are they?


    Yes, that's right. There are maps with automaticaly generated arrow- and bus stop signs (e.g. the new Spandau map) and maps without (e.g. OMSI 1 maps). In the first case, the bus stop signs and the orange arrows are automaticaly generated, all others are not.


    I would like to know if it is possible to simulate a defective matrix lighting How would look like a script?


    Generally, this is possible. But I cannot write you a complete tutorial about how implementing it. Please contact our script expert: http://www.omnibussimulator.de…x.php?page=User&userID=85


    some users on http://strefa-omsi.pl/ forum were trying to create a modification for MAN NG 272 which would let passengers to enter and exit a vehicle through all doors. Unfortunately, though changing steering for doors was very easy and straightforward, a serious problem emerged, which I suspect would remain valid for any future articulated buses. The passengers were entering a bus only through doors in the first part while completely ignoring the one in a trailer. This might look like thing of little importance, but since OMSI is modification-centered game, modification developers would greatly appreciate as much flexibility as possible - in this case, a program to be open to code doors system other than Berlin-doorsteering.


    Do you have installed version 2.1? We thought these problems are solved with 2.1. If they have remained, we will do further investigations.

    1. The On Demand setting in the timetable profiles does not seem to work. When I set it to this, AI buses stop at bus stops even if no one is getting on or off (the same as Always). Is there any way to get AI buses to stop only if people are waiting to get on/off?


    Really? I did not had problems with this function till now!


    2. In OMSI 2 passengers seem to be very sensitive when it comes to boarding the bus. In OMSI 1 I could stop the bus far out from the kerb and passengers would walk over to the bus. Similarly, I could stop the bus behind a bus stopped in front and the people waiting would walk down to the bus, but in OMSI 2 I must go very close to the bus stop. Can this be fixed?


    This is not a bug but a desirable effect: Especially if you stay too far from the curbstone away, nobody should cross the street.


    3. Would it be possible to script the passenger paths so passengers would head to the front doors when getting off the bus but leave by the rear doors if they are near them if they open? Darius' Hamburg Citybus has this function except for boarding passengers (people will head for the front doors but also board by the rear doors if they are nearby when they open).


    Yes, it is possible, but not via script, but in the passengercabin file: You have to add further entry points where you would like to have further entries. But please mind that you have to add the needed variables in script, wether these new entries or exits are open.


    4. Can the bus displays that show when the next buses are due be scripted to take the buses delay in to account?


    No, unfortunately not. It can only show the actual departure time, not the planned. And that's the reason that you cannot calculate the delay.


    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?


    There are still some few freezes in OMSI 2.1; unfortunately, we do not know the reason yet, so I can't answer this question!

    :(



    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.


    Yes, there are some new links between the tiles like this one with the spawning points. But I can't see any reason for this error; I did not have this range error after deleting tiles yet...


    First of all: OMSI does not use any VC runtime, so this won't help.


    Unfortunately, this seems to be a bug we could not reproduce by ourselves. It may happen, that OMSI 2.1 freezes, that's a known problem, but we did not found any correlation with the direction arrows.

    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.

    Hallo,
    der Citaro funktioniert wieder nicht mehr.

    :(


    Hier die Fehlermeldung:
    <Warning: Error while loading file vehicles\MB_O530\\script\AI_varlist.txt>


    Diese Warnmeldung ist bei Version 2.1 neu; zuvor hatte OMSI 2.0 das Fehlen von Varlist-Dateien nicht angezeigt. Gut möglich also, dass diese Datei bei diesem Addon-Bus schon seit Längerem fehlt.

    Danke für euren Hinweis! Ich werde mir das sofort ansehen und dann für den nächsten Patch korrigieren.


    Außerdem kann ich verraten, dass OMSI jeden Texturpfad nur einmal in den Speicher lädt. Zugegeben heißt das aber, dass gleichnamige Texturen aus verschiedenen Ordnern trotzdem doppelt geladen werden, weil OMSI ja nicht wissen kann, ob die Textur gleich aussieht oder nicht.

    Nun, die AI-Gruppen sollte man hierfür nicht (nur) löschen! Viel wichtiger sind die Fahrplandaten. Falls also nur Busse in Spandau fahren sollen, dann solltet ihr folgende Dateien herausnehmen (KEINE GEWÄHR!) und dann sollte es auch keine Fehlermeldungen geben:


    \TTData-Ordner:


    Gueter.ttl => Güterzug
    Interzonen.ttl => Fernzug vor 1990
    OHE.ttl => Minizug am Bahnübergang Falkenseer
    RB.ttl => Regionalbahn in Falkensee
    Relais.ttl => Hubschrauber
    S5.ttl => S-Bahn
    TXL.ttl => Flugzeug
    U1.ttl => U-Bahn in Ruhleben


    Chrono\0570_FPW_19900930\TTData:


    IC_IR.ttl => Fernzüge ab 1990
    R5.ttl => Regionalzüge in Spandau 1990-92


    Chrono\1100_FPW_19920531\TTData:


    R5.ttl => Regionalzüge in Spandau ab 1992