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NL2 Issues/Wants/Bug Reporting For Future Updates

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Could tracer lights be done with scripts?
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I would be so happy if some of the elements used in winjas fear and winjas force (Phantasialand-Germany) would be imported in Nolimits. Such as this:

http://www.coastersandmore.de/rides/wuz ... allift.gif

a (tilt) lift. It would be cool if you can set a hight and a angle of tilt. (Would be awesome if it could also function as a droptrack)

Also winjas fear (blue) has a seasaw where you drive up a straight track and then tilt like a seasaw to continue on the next part of the track, winjas force (orange) has a hinghed track where you drive up a straight track and than roll to the side to continue the next track and they both have a droptrack at the end.

http://www.coastersandmore.de/rides/wuzebts/layout.jpg

I would really love to see some new special track elements like these :D


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Emperors productions wrote:
I would be so happy if some of the elements used in winjas fear and winjas force (Phantasialand-Germany) would be imported in Nolimits. Such as this:

http://www.coastersandmore.de/rides/wuz ... allift.gif

a (tilt) lift. It would be cool if you can set a hight and a angle of tilt. (Would be awesome if it could also function as a droptrack)

Also winjas fear (blue) has a seasaw where you drive up a straight track and then tilt like a seasaw to continue on the next part of the track, winjas force (orange) has a hinghed track where you drive up a straight track and than roll to the side to continue the next track and they both have a droptrack at the end.

http://www.coastersandmore.de/rides/wuzebts/layout.jpg

I would really love to see some new special track elements like these :D

The pictures occassionally have a redirect loop, so i'll embed them here to hopefully stop that.

Picture 1-
Image
Picture 2-
Image

Rickrollercoaster wrote:
Want: Escalators

Pretty sure that can be done already with scripting.


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Here's a few things I wouldn't mind seeing:

Procedurally generated evac steps/platforms outside of the simple "catwalks" option, maybe via a mesh in the supports files? I know you can use an invisible track segment to make your stairs connect to the ground, but this doesn't make it possible to snake them around (at least not easily), and it also doesn't help recreate segments which have a stairs coming out from the middle of a platform like this:

Image

It would also make it possible to "smooth" fork transitions with a platform underneath like this:

Image

A light switch option - I know this sounds dorky, but I don't like that the catwalk lights automatically come on at night then go off in the day. I know some parks do this, but at my park, we don't turned the lift lights/block lights on unless we have a shutdown at night and a train was stopped there. Even in a shutdown, if there's no train on the lift, we don't turn the lift lights on. We only turn them on in occupied blocks, and even then, often only if we're going to do a walk down. For normal night ops, those lights are off, which I think really adds to the thrill. I also plan to re-create Drachenfire in as much detail as possible, including one of it's most amazing and unique features: The trains had red strip lighting on them, but the track had no lighting at all, giving you a red blur as the trains went along at night!

More options for storage rails: I'd love to see brakes instead of "feeders or no feeders" as your only options, and maybe the freedom to adjust their speed and pressure force? Right now, B&M coasters back into the train barn at the same speed as normal transports, which is not the case in my experience. Usually they back in very slowly, to make sure the transition from track to maintenance rail occurs safely, yet there's no options I can find to adjust this the same as transports/lifts and all the other track types.

It'd also be nice if you could simply click a check box for "B&M maintenance style" on track options, so that it automatically puts an L beam for the trains to sit on, and only removes the rail/ties portion of the track, leaving the spine and feeders in tact. I'd also love it if when you add catwalks to a storage track, it puts them in a "maintenance position." For example on a B&M inverted coaster, instead of putting catwalks under the trains, it would put them above and slightly outside the trains, and have no safety handrail.

I'll be working on scripts soon to do some of this, but it'd be nice if they were just default options!

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Want: Roll over switches like Expedition Everest & Vekoma type track ;)

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^ We have that already with the corkscrew type coaster. Check out Double Loop Double Corkscrew in the pre-loaded parks section of the game.


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Want: Morgan 6 seater hyper coasters, Morgan 4 seater trains (Phantom's revenge, Lightning run) Arrow hyper, RMC woodie, RMC hybrid, New gen premier rides launch coaster, Intamin dual spine, Skyrush style trains, some form of log ride, more flats, more realistic catwalks, and more auto-gen wood support options like switching from wood to steel hybrid supports, catwalks only and tracer lights
All hail your great Arrow Dynamics overlords.


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TTD03 wrote:
^ We have that already with the corkscrew type coaster. Check out Double Loop Double Corkscrew in the pre-loaded parks section of the game.


I mean, It should be available on more coasters than just corkscrew.

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CoasterGuy2000 wrote:
Want: Morgan 6 seater hyper coasters, Morgan 4 seater trains (Phantom's revenge, Lightning run) Arrow hyper, RMC woodie, RMC hybrid, New gen premier rides launch coaster, Intamin dual spine, Skyrush style trains, some form of log ride, more flats, more realistic catwalks, and more auto-gen wood support options like switching from wood to steel hybrid supports, catwalks only and tracer lights


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Bug Found : cursor disappearing

started about a month ago or so when I switched from full screen to windowed mode. I often leave NL2 open in editor mode and will minimize it and play music, play games to take a break. sometimes When I come back I will enter simulator mode to look at things and when I hit Esc It brings me to the main screen with the play editor buttons but there is no cursor. I can Alt+Tab and the cursor works for anything but NL2.

hope that covers it. not huge but annoying. to fix it I have to end program(because cant click exit with no cursor :lol: ) and restart NL2.



Want : Save As... option

Import terrain (from NL2 file to another NL2 file)
Plantoris

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^ Weird, that's a legit bug that would need fixing quick if it was noticed that it affected more users :P

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plantoris wrote:
Bug Found : cursor disappearing


Have you emailed the NL team about this? If you drop them an email about it it'll definitely get put on their radar and hopefully they'll be able to fix!
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I've had the cursor bug a couple of times. Its worth emailing them about it though, they seem to have a very good approach to trying to fix even the smallest of issues, rather than the ''unless 100 people complain its not being fixed because its minor'' approach.

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Bouncypip11 wrote:
''unless 100 people complain its not being fixed because its minor'' approach.

Lol!

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Came across this bug. I was viewing an old park I made and was walking around. I walked through a queue and tried to load onto a coaster. I was flown all the way across the park to the ride I have selected in F5. This is an issue if I want to experience the park naturally.

TL:DR I was in Walk mode, walked up to a train and pressed E to enter and NL2 loaded me onto a different ride on the other side of the park
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo


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Want: Hydraulic launch track, with properly animated catchcar and brakes.

Want: Ability to change seat back color (or you could call it seat frame color) independently of car color. For example, it's impossible to get the colors on Kingda Ka's trains right without this option.

Issue: Magnetic brakes work just like friction brakes in NL2. In reality, magnetic brakes can't completely stop a train, just slow it down a whole lot. They should work like this in NL2, and any section of magnetic brakes should require a transport device to enable the Block Brake and Complete Stop settings.


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Issue: doesn't really affect functionality but I am still experiencing when I turn on or off something (scenery, nodes, supports) the spline automatically reverts to G-force comb. Also, I found that sometimes the wireframe track disappears, and rebanking it made it reappear. Not sure if I can replicate it every time tho.
Want: to be able to cancel freezing. So annoying when I want to depump but I'm in the wrong tab and end up freezing the coaster by mistake.


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One thing I'd like to see added is a zoom button, so you can keep the camera where it is and zoom in on things kind of like how the target camera works.


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Dusso Janladde wrote:
Want: Hydraulic launch track, with properly animated catchcar and brakes.

This is entirely possible with scripting.


Want: Ability to change seat back color (or you could call it seat frame color) independently of car color. For example, it's impossible to get the colors on Kingda Ka's trains right without this option.


Custom textures, my friend.
Originally posted by GerstlCrazy
Cool! The name is Fly Over Rainforest?
I was under the impression the name was Green Coaster Goes Fast Goes High Has Clockwise Loop Has Straight Upside Down Four Seats Two On Each Side Fast Coaster?

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A fine tune option would be nice. Such as holding a hotkey and page up/down to adjust a support node(s) height a smaller distance so everything is nice and neat.

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