About the Game
LOTUS-Simulator is a driving simulator in a class of its own! At the beginning, the player chooses freely a vehicle and drives it around town, enjoys the ultra-realistic feeling of driving and the original sounds and may even forget that the vehicle is virtual. Once gripped by the excitement of simulation driving, the standards increase: stick to tight schedules, carry special passengers, master the difficult traffic. But that’s not all. The ambition grows with the experience: Now the multiplayer is played under real conditions – the colleagues in the control centre coordinate by radio, the game leader set challenges in the middle of the road, unpredictable weather, real duty rosters and long shifts. And after all, how about recreating the way of the school bus and to master the student’s traffic this time on your own? Didn’t the mate from the historic vehicle society have an ancient tram car with crank control standing around? You could breathe life again into it in the simulator – as a museum run or maybe even at the time it originates…
With LOTUS, dreams and ideas come true – and the best of it: every good realization will find followers and supporters that are hoping for extensions or are looking for exhausting the adventure of simulation driving. They are waiting for you!
LOTUS, that means: L like Leitstelle, (German, control centre), O like omnibus, T like tram, U like underground, S like suburban train.
With LOTUS, dreams and ideas come true – and the best of it: every good realization will find followers and supporters that are hoping for extensions or are looking for exhausting the adventure of simulation driving. They are waiting for you!
LOTUS, that means: L like Leitstelle, (German, control centre), O like omnibus, T like tram, U like underground, S like suburban train.
Features
- Modular structure: Buy and play only what you are interested in – vehicles of the railway, like trams or trains, or vehicles of the road, like buses and trolleybuses, or even other modules that will be released later.
- Realism: Driving physics, environmental physics, graphical effects, sounds, weather, seasons and the world coordinate system are uncompromisingly realistic – that is our first priority.
- Multiplayer: Driving different tours with friends, greeting each other at the meeting point, ensure the connection by radio, coordinate everything in the control centre on your own or follow the instructions of your colleague – this and much more is provided by the multiplayer of LOTUS.
- Map editor: With many tools, aids and quite a few ingenious gimmicks mountains are moved, embankments planned, tracks laid and streets tarmacked. Afterwards the landscape is shaped and decorated with buildings, trees, lights, stops, benches, fences and much more.
- Content tool: Whether a single scenery object or a whole vehicle – with the content tool the objects are configured. From material settings to complex animation, from the design of the physics, the sound settings and the import and debugging of scripts, the content tool accompanies and supports the developer.
- Plugin interface: A discarded crank, the board information system with display, a driver’s desk or a whole cockpit can be operated with the simulator and get information back from it by the use of the plugin interface.
Screenshots
29 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 24064669
Up to date
The Freeze when starting a singleplayer game or opening the options has been fixed!
View on Steam
Timetables and a ton of further bug fixes and convenience features. Further information in the forum.
View on Steam
Updated containers of Florian, Yufa and Pandemist - see their forum threads for further details.
View on Steam
Contrary to the former limited possibilities of switch and road control, this patch adds several new features:
- Until now a shutdown trigger had to be placed. This is no longer necessary, as the track occupancy can now be checked (however, a prerequisite is the renewed "import" of the tracks in the route settings). The advantage of the occupancy-check is that the route is only unlocked when the last part of the vehicle (no matter what it is) leaves the marked tracks. But shutdown triggers are still supported.
- Switch signals can also be permanently lit if desired, so that the state of the points is always displayed (but this only works if appropriate routes have been set up).
- If desired, routes can also be unlocked, if an associated switch is set and hence no longer fits the route.
- If desired, it is also possible to ensure that a route is automatically activated when the points are in the correct position and the track detection sections are used.
- Simulation: Further preparations for the multiplayer go into the beta test :)
Content: Diorama map and (current) traffic lights in OpenSource folder included for free editing
View on Steam
- Until now a shutdown trigger had to be placed. This is no longer necessary, as the track occupancy can now be checked (however, a prerequisite is the renewed "import" of the tracks in the route settings). The advantage of the occupancy-check is that the route is only unlocked when the last part of the vehicle (no matter what it is) leaves the marked tracks. But shutdown triggers are still supported.
- Switch signals can also be permanently lit if desired, so that the state of the points is always displayed (but this only works if appropriate routes have been set up).
- If desired, routes can also be unlocked, if an associated switch is set and hence no longer fits the route.
- If desired, it is also possible to ensure that a route is automatically activated when the points are in the correct position and the track detection sections are used.
- Simulation: Further preparations for the multiplayer go into the beta test :)
Content: Diorama map and (current) traffic lights in OpenSource folder included for free editing
This patch enables you to automatically toggle switches with senders at the vehicle and receivers in the ground, and to block the switching against other vehicles.
The new feature package will be explained in the lexicon today - for Map Creators and for Vehicle Scripters.
The actual gameplay can be explored on the new Diorama map.
The current range of functions represents the absolute basic structure of the whole complex. More functions, specialties and so on will follow! Your information is also welcome. :)
More patch notes:
- Simulator: We work a lot on the multiplayer! :)
- MapEditor: With a right click/context menu you can call the "Initialize" procedure (again) for objects with script.
- MapEditor: Illustration of the exclusion of a roadway
- Content - IBIS: When IBIS becomes active again after self-retaining, it sends destination, special characters and line again.
- Content: Yufa's container has been updated, information about the content can be found in his thread
View on Steam
The new feature package will be explained in the lexicon today - for Map Creators and for Vehicle Scripters.
The actual gameplay can be explored on the new Diorama map.
- The choice of direction is done with the arrow keys on the IBIS (GT6N)
- A sensor in the ground is marked with a sign ("W") in the overhead line - if this point is crossed, the arrow on the IBIS must already have been pressed.
- The switch is only set if another road is not already blocking the setting of the switch.
- The use of the switch iron (G / Shift+G) DOES NOT cancel the route.
- A route is deleted by the train with the sensor driving over another "delete" beacon at the end of the route.
- Only then can a subsequent train set the points again electrically via a setting command on the IBIS.
The current range of functions represents the absolute basic structure of the whole complex. More functions, specialties and so on will follow! Your information is also welcome. :)
More patch notes:
- Simulator: We work a lot on the multiplayer! :)
- MapEditor: With a right click/context menu you can call the "Initialize" procedure (again) for objects with script.
- MapEditor: Illustration of the exclusion of a roadway
- Content - IBIS: When IBIS becomes active again after self-retaining, it sends destination, special characters and line again.
- Content: Yufa's container has been updated, information about the content can be found in his thread
- Simulation: Routes are now listed ingame, as well
- Simulation: The PIS group dropdown now correctly shows the names of the PIS group instead of the file name - the PIS group has to be saved previously after this patch
- Simulation: PIS groups are now correctly pre-selected when you choose your map
- Simulation: Simulation does not start until the scenery has been loaded (until the end of the loading screen)
- Simulation: Vehicle length is now displayed during vehicle choice - only for vehicles that have been saved since April
- Simulation: Option Terrain Resolution is now on lowest setting per default to prevent graphic issues. If you encounter problems with the graphics memory, set down this option manually. You only need high terrain resolution when you drive on a map in high mountains.
- Simulation: Preparations for Multiplayer Betatest included :)
- ContentTool: Re-sorting of routes possible
- ContentTool: Script functions added for PIS:
- function PIS_GetRouteLine(self: integer; routeindex: integer): integer;
- function PIS_GetRouteCode(self: integer; routeindex: integer): integer;
- MapEditor: The middle line of reference lines, subgrades, splines and tracks can be exported from the MapEditor into an x3d file (e.g. as template for complex buildings)
- Content - GT6N - Bugfix: Grabpoles and ticket validator in the A car are now correctly animated with the A car
- Content - GT6N: "Engine" sounds adjusted
- Content - GT6N: Articulation now correctly lighted from inside
- Content: Tools of Rolf updated (construction template)
- Content: Blind people's guidance track of Rolf added
View on Steam
- Simulation: The PIS group dropdown now correctly shows the names of the PIS group instead of the file name - the PIS group has to be saved previously after this patch
- Simulation: PIS groups are now correctly pre-selected when you choose your map
- Simulation: Simulation does not start until the scenery has been loaded (until the end of the loading screen)
- Simulation: Vehicle length is now displayed during vehicle choice - only for vehicles that have been saved since April
- Simulation: Option Terrain Resolution is now on lowest setting per default to prevent graphic issues. If you encounter problems with the graphics memory, set down this option manually. You only need high terrain resolution when you drive on a map in high mountains.
- Simulation: Preparations for Multiplayer Betatest included :)
- ContentTool: Re-sorting of routes possible
- ContentTool: Script functions added for PIS:
- function PIS_GetRouteLine(self: integer; routeindex: integer): integer;
- function PIS_GetRouteCode(self: integer; routeindex: integer): integer;
- MapEditor: The middle line of reference lines, subgrades, splines and tracks can be exported from the MapEditor into an x3d file (e.g. as template for complex buildings)
- Content - GT6N - Bugfix: Grabpoles and ticket validator in the A car are now correctly animated with the A car
- Content - GT6N: "Engine" sounds adjusted
- Content - GT6N: Articulation now correctly lighted from inside
- Content: Tools of Rolf updated (construction template)
- Content: Blind people's guidance track of Rolf added
- Simulation: Change of the cycle camera feature in F1 view: With arrow up and arrow down you can now switch through the front and rear cockpit and you can reset the view. Additionally, you can no longer cycle through cameras of multiple cockpits at once, but remain in the chosen cockpit.
- ContentTool: "Independent sound" added - those sounds are loaded by their ContentID and are especially used for announcements.
- ContentTool: Function added to receive the number of routes of a dedicated line: function PIS_LineRouteCount(self: integer; line: integer): integer;
- ContentTool: The new function function PIS_GetStationCode(self: integer; stationmainlistindex: integer): integer; can be used to receive the station code, if the station index is known.
- Content - Diorama PIS: Further stops and routes added for demonstration purposes
- Content - Diorama: Further stops added to add more fun with the routes
- Content - GT6N: Announcements added
- Content - GT6N: Engine sounds added to the B-car, as well
- Content - GT6N: An integer broadcast "GEN"/"MAINSWITCH" has been added and is used, when the reverser is switch from "0" into another position (0 = 0, 1 = I, V, R)
- Content - GT6N - Bugfix: Inside displays did not show the first stop
View on Steam
- ContentTool: "Independent sound" added - those sounds are loaded by their ContentID and are especially used for announcements.
- ContentTool: Function added to receive the number of routes of a dedicated line: function PIS_LineRouteCount(self: integer; line: integer): integer;
- ContentTool: The new function function PIS_GetStationCode(self: integer; stationmainlistindex: integer): integer; can be used to receive the station code, if the station index is known.
- Content - Diorama PIS: Further stops and routes added for demonstration purposes
- Content - Diorama: Further stops added to add more fun with the routes
- Content - GT6N: Announcements added
- Content - GT6N: Engine sounds added to the B-car, as well
- Content - GT6N: An integer broadcast "GEN"/"MAINSWITCH" has been added and is used, when the reverser is switch from "0" into another position (0 = 0, 1 = I, V, R)
- Content - GT6N - Bugfix: Inside displays did not show the first stop
- ContentTool: From now on the green channel of the AO texture can be used for artificial lightings. In case you use an AO texture that is black-white only, the AO texture will be used during artificial light, as well, alternatively you can specifically add and bake shadows for artificial lights.
- ContentTool: Display of the current line of additional string edits in the special PIS tool
- ContentTool: Problems on deleting routes fixed
- ContentTool: The PIS tools now use the 0th string for lists and filter - and not the ID. This aims to be easier to read.
- Content - GT6N: The A-car got baked shadows of the inside lights for testing.
- Content - GT6N: Alpha and normal maps for the outside textures finished
- Content - GT6N: Night lighting bugs in the driver's cabin fixed
- Content - GT6N: Setpoint generator - Gamecontroller support fxied
View on Steam
- ContentTool: Display of the current line of additional string edits in the special PIS tool
- ContentTool: Problems on deleting routes fixed
- ContentTool: The PIS tools now use the 0th string for lists and filter - and not the ID. This aims to be easier to read.
- Content - GT6N: The A-car got baked shadows of the inside lights for testing.
- Content - GT6N: Alpha and normal maps for the outside textures finished
- Content - GT6N: Night lighting bugs in the driver's cabin fixed
- Content - GT6N: Setpoint generator - Gamecontroller support fxied
- Simulation: Wheel sets only bounce (spring) vertically and do not rotate against their mounting
- Simulation: Outside camera no longer tilts with the vehicle, but always remains horizontally
- Simulation: Mesh details of the user vehicle are displayed in Map cam (F4) like in outside cam (F3)
- Simulation - Bugfix: it's not longer necessary to select the second GT6N of a train to set up the matrix correctly
- Simulation - possible Bugfix: "map calcmt part b" error
- Simulation - Bugfix: Previously as empty configured module slots have been set to "default" erroneously
- Simulation - Bugfix: Problems with parked vehicles on tile switches
- ContentTool/Simulation: Route and destination switch during route possible
- ContentTool: Basic PIS files now contain routes!
- ContentTool: Special PIS files can now be created!
- ContentTool: Broadcasts can now be forwarded through the whole train. Therefore the couplings need to open kind of "ports" (see lexicon)
- ContentTool: Meshs in the right list can now be assigned a category. Therefore, please select one or multiple meshs and right-click them to enter a category name. All following meshs of the same category will have that title..... just check it out by yourselves. ;)
- ContentTool: System variable "date" added
- ContentTool: Script function function DecodeDateFullyGetLeap(const DateTime: single; var Year, Month, Day, DOW: Word): Boolean; added, which can be used to decode the date into readable vars
- ContentTool: Light effect "ring" added
- ContentTool: After changing an animation, the animation window is scrolled to the last changed animation. Additionally, the animation windows has been enlarged and the properties can be opened with a double click (like in other windows, as well)
- ContentTool - Bugfix: The invisible modules moved the module list and hence the listing of vehicle constants was wrong.
- ContentTool - Bugfix: Error removed, which occured when a recently created vehicle constant was deleted
- MapEditor - Bugfix: Crash of terrain cutting upon very complex tiles
- MapEditor - Bugfix: if Spline A is marked, the attempt to edit the triangle at Spline B fails and the user is no longer editing Spline A
- MapEditor: Error message added in case of choosing a track type, that uses a component, which is no longer available
- Content - GT6N: Ticket validator and stop request system incl. button and display added
- Content - GT6N: Attendant's light added
- Content - GT6N: IBIS now support routes, destination changes in the route and automatic change from old to new route according to the PIS file
- Content - GT6N: Inside stop displays now show the stops and switch into the line/destination mode when a door is opened
- Content - GT6N: Now with dead man's switch and AO textures
- Content - GT6N: Grabpoles, ticket validators and ticket automat switched to outside-yellow
- Content - GT6N - Bugfix: Dead man's switch locked rear driver's desk
- Content - GT6N: As long as the train assembling switch is correctly set, the displays of the front car is applied to the rear car
- Content - Diorama: Default positions of the switches correctly set
View on Steam
- Simulation: Outside camera no longer tilts with the vehicle, but always remains horizontally
- Simulation: Mesh details of the user vehicle are displayed in Map cam (F4) like in outside cam (F3)
- Simulation - Bugfix: it's not longer necessary to select the second GT6N of a train to set up the matrix correctly
- Simulation - possible Bugfix: "map calcmt part b" error
- Simulation - Bugfix: Previously as empty configured module slots have been set to "default" erroneously
- Simulation - Bugfix: Problems with parked vehicles on tile switches
- ContentTool/Simulation: Route and destination switch during route possible
- ContentTool: Basic PIS files now contain routes!
- ContentTool: Special PIS files can now be created!
- ContentTool: Broadcasts can now be forwarded through the whole train. Therefore the couplings need to open kind of "ports" (see lexicon)
- ContentTool: Meshs in the right list can now be assigned a category. Therefore, please select one or multiple meshs and right-click them to enter a category name. All following meshs of the same category will have that title..... just check it out by yourselves. ;)
- ContentTool: System variable "date" added
- ContentTool: Script function function DecodeDateFullyGetLeap(const DateTime: single; var Year, Month, Day, DOW: Word): Boolean; added, which can be used to decode the date into readable vars
- ContentTool: Light effect "ring" added
- ContentTool: After changing an animation, the animation window is scrolled to the last changed animation. Additionally, the animation windows has been enlarged and the properties can be opened with a double click (like in other windows, as well)
- ContentTool - Bugfix: The invisible modules moved the module list and hence the listing of vehicle constants was wrong.
- ContentTool - Bugfix: Error removed, which occured when a recently created vehicle constant was deleted
- MapEditor - Bugfix: Crash of terrain cutting upon very complex tiles
- MapEditor - Bugfix: if Spline A is marked, the attempt to edit the triangle at Spline B fails and the user is no longer editing Spline A
- MapEditor: Error message added in case of choosing a track type, that uses a component, which is no longer available
- Content - GT6N: Ticket validator and stop request system incl. button and display added
- Content - GT6N: Attendant's light added
- Content - GT6N: IBIS now support routes, destination changes in the route and automatic change from old to new route according to the PIS file
- Content - GT6N: Inside stop displays now show the stops and switch into the line/destination mode when a door is opened
- Content - GT6N: Now with dead man's switch and AO textures
- Content - GT6N: Grabpoles, ticket validators and ticket automat switched to outside-yellow
- Content - GT6N - Bugfix: Dead man's switch locked rear driver's desk
- Content - GT6N: As long as the train assembling switch is correctly set, the displays of the front car is applied to the rear car
- Content - Diorama: Default positions of the switches correctly set
**** PLEASE NOTE: Important changes to the map and vehicle file format! Please make backups! ****
- Simulation: Setting up vehicle constants is now possible
- Simulation: More precise log entries concerning taking screenshots
- MapEditor: From now on, bridges are possible! Please stick by the lexicon article exactly! :) The function refresh middle tile from now on works only with the layer set in the tool bar.
- MapEditor: Vehicle lists for entrypoints and (later) AI, as well, added.
- MapEditor: Further properties of entrypoints can now be configured: gauge, length and power supply, as well as the assignment of vehicle lists for the three magic buttons in the Singleplayer config (random vehicle etc.) added
- MapEditor - Bugfix: Preview images could not be saved
- MapEditor: F5 key removed
- ContentTool: Vehicle constants can now be configured - those will be used by vehicle creators to configure fine distinct details between vehicles of - usual - the same type, for example an additional middle entry, etc.
- ContentTool: In the vehicle filter, entrypoint compatibility can be set up as well (power supply), so that if the user limits his vehicle filter to the entrypoint compatible vehicle, this value will be used. The gauge is used as well, but currently not the length.
- ContentTool: The variables "veh_number" (car number) and "veh_registration" are now set by the simulator and can be used in the script. Vehicle creators can now use them to define number-dependend designs and defects.
- ContentTool: Introduction of the script procedure "InitializeAfterConstSet", which is called after the vehicle constants, car number and registration have been set.
- ContentTool: Module communication via broadcasts added (see lexicon).
- Content - GT6N: Car number added
- Content - GT6N: PIS display in all cars added
- Content - GT6N: PIS module communcation changed to the new broadcast commands - addon modules have to be reconfigured!
- Content: Texture patch Audi, to remove the white gap on mipmaps
- Content: Yufas container updated
- Content: TrafficLight_1_gr_F3.lob repaired
- Content: Further Berlin buildings and a small wall :)
- Content: Correction of the lash lamps (?), they should now light with switched of detail light sourced, as well (container from Rolf)
- Language: New entries!
View on Steam
- Simulation: Setting up vehicle constants is now possible
- Simulation: More precise log entries concerning taking screenshots
- MapEditor: From now on, bridges are possible! Please stick by the lexicon article exactly! :) The function refresh middle tile from now on works only with the layer set in the tool bar.
- MapEditor: Vehicle lists for entrypoints and (later) AI, as well, added.
- MapEditor: Further properties of entrypoints can now be configured: gauge, length and power supply, as well as the assignment of vehicle lists for the three magic buttons in the Singleplayer config (random vehicle etc.) added
- MapEditor - Bugfix: Preview images could not be saved
- MapEditor: F5 key removed
- ContentTool: Vehicle constants can now be configured - those will be used by vehicle creators to configure fine distinct details between vehicles of - usual - the same type, for example an additional middle entry, etc.
- ContentTool: In the vehicle filter, entrypoint compatibility can be set up as well (power supply), so that if the user limits his vehicle filter to the entrypoint compatible vehicle, this value will be used. The gauge is used as well, but currently not the length.
- ContentTool: The variables "veh_number" (car number) and "veh_registration" are now set by the simulator and can be used in the script. Vehicle creators can now use them to define number-dependend designs and defects.
- ContentTool: Introduction of the script procedure "InitializeAfterConstSet", which is called after the vehicle constants, car number and registration have been set.
- ContentTool: Module communication via broadcasts added (see lexicon).
- Content - GT6N: Car number added
- Content - GT6N: PIS display in all cars added
- Content - GT6N: PIS module communcation changed to the new broadcast commands - addon modules have to be reconfigured!
- Content: Texture patch Audi, to remove the white gap on mipmaps
- Content: Yufas container updated
- Content: TrafficLight_1_gr_F3.lob repaired
- Content: Further Berlin buildings and a small wall :)
- Content: Correction of the lash lamps (?), they should now light with switched of detail light sourced, as well (container from Rolf)
- Language: New entries!
Version 1.0.1
Apr 12, 2019
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/8909908/5bf9d50510c103774a4a001afb29c09e964f02e4.jpg
Map:
Vehicle Tram R2.2b:
View on Steam
Changelog EA-version 1.0.1:
Map:
- All textures of the map and map objects were now provided with mipmaps (problem with black textures is solved by this)
- Already placed street lighting made functional
- Vegetation at Scheidplatz hugely improved
- Numerous parking cars placed along the route
- Numerous road construction bugs fixed (polygons)
- Correction of catenary problem (main switch drops out at Stachus towards Sendlinger Tor)
- Entrypoint Scheidplatz laid on correct track
- Backdrops fixed at:
- Lenbachplatz (Neptune Fountain)
- Nordendstraße direction Sendlinger Tor
- Lenbachplatz (Neptune Fountain)
Vehicle Tram R2.2b:
- All textures of the vehicle are now provided with mipmaps (problem with black textures is solved by this)
- NEW: Lift lift for wheelchair users fully functional integrated
- Front and side roller blinds now functional
- Key for key switch in cockpit added
- Cockpit and Passenger Compartment Camera Perspectives Newly Adjusted
- Special announcement "Training trip" was added
- Matrix now switches to the next course shortly before reaching the final stop.
- The stop brake can now be actuated by pressing the "Num *" key.
- Increased announcement volume
- Sliding windows in the cockpit are now correctly visible
- Cockpit lighting now switches on automatically when "Automatic" is selected, when door 1 is open and passenger compartment lighting is switched on.
- Passenger compartment lighting now switches on automatically only with "automatic" mode
- Brake light no longer illuminates at standstill
- A message will now be displayed when trying to select a journey between 9 p.m. and 7 a.m.
- Driver door can now also be opened from the passenger compartment perspective
- Bugfix: Doorlights now work correctly
- Bugfix: automatic door control works even when battery main switch is switched off
- Bugfix: IBIS - selection of special announcements now works correctly
- Bugfix: Pressing the door button for "Door 2" in the cockpit no longer causes door 2 not to open afterwards
- Bugfix: when reversing you can now also brake when the main switch is off
- Bugfix: Emergency brake now also acts on the rail brake
- Traction current limitation does not limit the maximum speed anymore
- Traction current limitation now no longer reduces the tractive power so much
- Indicators in the cockpit now also light up when the cockpit is switched off
- Indicators no longer dazzle in fog
- Luminosity of the high beam slightly reduced
- Sounds built in for:
- Sliding window in cockpit
- Cockpit door
- validator
- Sliding window in cockpit
- Simulation/ContentTool: 64bit is now activated per default. If you experience problems with it, the 32bit version is still in the LOTUS directory an can be launched instead.
- MapEditor: Vast performance improvement while laying tracks
- MapEditor: Option added, if auto-refresh is activated by default or not
- ContentTool/MapEditor: New category "Traffic buildings" for stations, depots, loc sheds, signal towers, etc.
- ContentTool: Additional vehicle filters for Wiener Linien and KTs
- Content: New street light type D
- Content: Further Berlin buildings
- Content: Traffic light modules added for left- and right turns, type 1_gr
- Language: New entries!
View on Steam
- MapEditor: Vast performance improvement while laying tracks
- MapEditor: Option added, if auto-refresh is activated by default or not
- ContentTool/MapEditor: New category "Traffic buildings" for stations, depots, loc sheds, signal towers, etc.
- ContentTool: Additional vehicle filters for Wiener Linien and KTs
- Content: New street light type D
- Content: Further Berlin buildings
- Content: Traffic light modules added for left- and right turns, type 1_gr
- Language: New entries!
Current Release
Build 24064669
Uploaded Jul 25, 2026
System Requirements
OS
N/A
CPU
2,6 GHz, 4 cores
RAM
4 GB RAM
GPU
512 MB VRAM
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run LOTUS.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
10.2 GB
Build
24064669
Password: cracked-games.org
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View AllDownload LOTUS-Simulator for PC with a direct link or via torrent. Get the full version of LOTUS-Simulator for free. LOTUS-Simulator is a Indie released by Oriolus Software GmbH.