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NoLimits Wishlist

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Post January 18th, 2005, 2:06 am

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Here's my NL wishlist.

- Better editor (I.E ability to adjust a vertex without messing up another part of it, like being able to adjust the length of a handle without messing up the pitching of it)

- Muilti coasters per scene and bigger template, also ability to define roads and walk along them, into a queue, and to a station, then walk into the seat and sit down and manually close the harness, similar to an fps.

- Animated 3ds (including a tool to change texture references and to add bumpmaps, env maps, lights, etc. Many 3D modelers don't import those things), stuff like scriptable events, etc.

- Copy and paste supports and 3ds

- Invisible track

- Custom train importing

- Arrow suspended, 4D, and hyper coasters, mine trains, Intamin rocket/strata coasters, hydraulic launches, magnetic brake fins (ones in track center, not side), cable lift on giga coasters, B&M flyers, etc.

- Shadows on terrain, and/or all objects (optional)

- More graphical options and graphical improvements. (terrain texture modes, optional heavier use of shaders/bumpmapping, light sourcing, etc.) And as if this hasn't been mentioned enough, remodeled catwalks, trees, and stations. (which will most likely be in NL2)

- Improved sound effects. (current sounds are pretty inaccurate, how often do you hear a steel coaster's chain lift that's that quiet?)

- Better looking supports, where they're connected properly and where you don't need to use so many nodes. Also, there should be a button that converts 1 node into 2. (so the support segments aren't really connected anymore by the node but still intersect at the spot) Overall, their editing should be less tedious.

- Better element importer (if we make a straight track piece, horizontally, and import it onto a vertical track piece, it will get messed up. Might be fixed by synchronizing the origin/start of the element with the origin/start of the track), perhaps building the toolbox/construction kit's tools into the editor is a good idea. (as well as a full teraformer tool of course)

- Tweak physics (weight, friction, etc) (1.6 improved friction option does good, but I'm talking about a full system to completely and accurately adjust the physics)

- Special tunnel for tunnel testing, visible in editor. Tunnel should be realistic, and not creating "tunnel test failures" due to catwalks, stations, etc.

- Editor: optional to edit in "preview" mode where you see actual track, supports, environment, etc. instead of wireframe.

- Individual colorable support pieces.

- Special stations with retracting floors, etc.

- Trackfiles with relative url's defining file locations, for example, if you were to double click a trackfile to ride quicky (and its additions are not installed but are in the same folder as the track file), the extra files would still load. Overall, just a better track and additions install system. It might be better to make the trackfiles closer to their folders, which would have all of a track's files in one folder near the trackfile itself. (similar to how env's are stored) Speaking of env's, they should be merged with the trackfile itself.

If you'd like to recommend something or comment, go ahead.

Edit: Made some tweaks an additions to the list, and clipped off what is known to be already in progress/done in NL 1.6.

Edit: Updated again.

Edit: Another update/minor tweaks, etc. lol.

Edit: More changes.
Last edited by coasteragent99 on June 11th, 2007, 4:55 pm, edited 1 time in total.

Post January 18th, 2005, 4:11 am

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In no real order:
-More than one coaster per file
-Able to open up more than one project at a time and be able to switch between them
-multi colored supports
-different colored cars on train
-more track/train styles; b&m flyer, flying duthcman, 4d, arrow suspended, intamin rocket, Vekoma 4 seat invert etc..
-Finish updating rest of tracks/trains
-Built in support connector without using prefab supports
-able to change colors of track within editor (ex, change lift hill from green to blue...or even better change support colors so that they all dont look red)
-better sound effects/more realistic and beuiter suited for each track style
-a better ride op panel and that makes it more interesting (more working buttons, layout panel that shows occupied blocs etc..)
-unlmimted template
-ability to apply different textures to station from editor
-built in smoother
-something that helps build pumpless turns/drops of varying radius'


I'm sure I can think of more, just not right now ;)

Post January 18th, 2005, 4:27 am
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wooden sound fx are fine
- B&M & steel looper already being redone
- bobsleds are retarded and not needed at all
- is a bigger building area needed? The only thing that will be created is ST, which is just a really long out-n-back. Just cut off a hill or something, I dunno.
- multi-colored supports
- connectors for B&M & vokema, not sure if Premier and Steel loopers are necisarry
- loop supports for B&M inverts
- multi-colored cars
- Flyers, Suspended, 4d, OTSR Intamin cars, B&M Dive Machine Cars, spinning wild mouse
- Direct X for PC users (will allow for richer, and more detailed, and more realistic graphics) of course only if the team decides to code the stuff in to make direct x worth while (realistic water reflections, reflecting areas on certain rides (PTC trains in particular)
built in auto-flanger
built in track smoorther/de-pumper, if SM can have it why not NL?
Shawdows fall onto all objects (3Ds, tracks, cars, terraformed land, ect.)
controll lighting (lighting inside the station), set up lighting for night rides, ect. if they read, they'll understand)
transfer tracks
ability to build custom cars (for special cars like TTD and Xcelerator)
think thats about it.

Post January 18th, 2005, 6:37 am
cjd

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We definitely need a bigger template. Our options with giga/strata coasters are virtually nonexistant because we only have space to do a big drop and then a turnaround. I would like to be able to recreate real stuff like Steel Dragon 2000 and Shivering Timbers, and make a giga-coaster with a nice big floater hill after the drop instead of having to do an overbank to stay in bounds.

Post January 18th, 2005, 7:26 am

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I think the wooden coaster physics need tweaking. For instance, the Morgan trains are the fastest of the bunch. That's just about oppisite the way things are in real life.

Post January 18th, 2005, 11:01 am

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*Support Fix(Supports leave a gap when joining)
*Improved Footers
*Optimize Supports Be Default
*Make template much bigger
*Tabbed Inerface
*Disable track in the view
*Lock vertex
*Lock Handles
*A Option to add more ties to the track
*A Wizard Feature(This can be a guide for noobs at the begging)So they choose track, train etc....)

Thats about it

Post January 18th, 2005, 3:16 pm

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Originally posted by coasteragent99

Here's my NL wishlist.

7. Custom train importing



I don't think they should include this. I think it's bether that they make the trains, so we know we only have hi-quality trains.

Post January 18th, 2005, 4:02 pm
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here are some of my wishes for the list:
1. Spinning coaster type.
2. Copy/paste function for supports and 3ds.
3. Suported animated 3ds and that you can trigger them on a spot.
4. Bigger construction area, this is just way too small. Add another 200 meters at both sides and another 100 meter on the top.
5. Transparant rail option.
6. Flying coaster type(vekoma and b&m)
7. Multi coasters in one track but limited to 4 or 5 tracks (we don't want 10gig on a track size and a FPS of 0.000000000000001)
8. Advanced ride opp panel
9. support fix like matt said
10. Vertex lock
11. Handle lock
12. Suspended coasters
13. Shadows on terrain and shadows on top view of terrain.
14. 4D's, not really special but nice to add.
That's it for so far.

Some comments on some suggestions:

[rideable flats] Please don't do that. It will lower the fps way too much and it's a coaster simuation. If you want to ride some flats. Go play RCT 3.

[more coasters in one file] Like that idea but then limited to like 4-5 tracks. Too many tracks can give a huge filesize and also it can give a loweing fps. On cs.com they have added a limit for uploading 2 tracks in scream machines just because if you have too many tracks in a file that it lowers the fps. And also that the filesize will be alot bigger...

[built in track smoorther/de-pumper, if SM can have it why not NL?] Does scream machines have an auto smoother and de-pumper? I don't think so...

Post January 18th, 2005, 4:24 pm

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Last edited by DjJavixxxxx on September 9th, 2014, 10:14 am, edited 1 time in total.

Post January 18th, 2005, 5:00 pm

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* Animated effects for sure, especially lights
* Included autoflanger and track smoothers with tutorials
* The ability to add in "covered brakes sections and hills" without going blind with nodes and connectors
* Different colors for the supports and connectors in the editor 3D mode (for those like me who are color blind and struggle to see them)
* A more comprehensive training guide written by expert designers (with the caliber of folks like Hansixx, Buster, Real, etc.) that actually focuses on teaching newer folks how to create coasters, rather than only how to connect pieces. This should cover all aspects including gravity and force considerations, as well as "proper common sense" designing.

Post January 19th, 2005, 2:44 am

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Originally posted by TConwell

* * Different colors for the supports and connectors in the editor 3D mode (for those like me who are color blind and struggle to see them)



YES! also, it owuld be nice to add a layer feature, where only certain parts of the ride will be shown on certain layers. Kind of like how layers work in an image editing program. I want the ability to show some supports, but not all of them!

Post January 19th, 2005, 3:21 am

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-Definatly more realistic lighting, ie, maybe a night time mode, and station lights and such.
-Water could really be improved, lol, look at Half-Life 2
-Advanced ride opp panel is what im hoping for, i love being in control of the trains and the whole ride.

Do u think the anyone from the NL team REALLY read this? i hope they do, yes some of the stuff is imaginarry, but when a croud of ppl say the same thing, then its gotta mean something to NL

Post January 19th, 2005, 4:08 am
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Someone should email this to the NL team, really even if they really wont take anything from it at first, at least its at the back of there heads for future updates. Anyway:

-Flyer Trains (B&M, IMO vekoma suck)
-Rocket Coaster Cars (Hydraliuc Launching Coaster Cars Ex. TTD)
-Ability to choose different colored suppports and cars
-Lighting, some basic aninmated stuff (at least the ability to be able to make animated objects)
-Better coaster sounds (all types need em IMO, but woodies are ok)(like the roaring of B&M coasters)
-In-editor always ready tools:
--Radius shower
--Coaster calculator
--Track smoother
--Tunnel Maker
--Cartexture Maker

I think that is it for now.

Post January 19th, 2005, 5:30 pm

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Originally posted by x

Originally posted by coasteragent99

Here's my NL wishlist.

7. Custom train importing



I don't think they should include this. I think it's bether that they make the trains, so we know we only have hi-quality trains.


Just for sometihn' quick, and for some crazy theming, lol. Doesn't really matter if they add it in, the stuff that peeps create won't have anything to do with us.

[rideable flats] Please don't do that. It will lower the fps way too much and it's a coaster simuation. If you want to ride some flats. Go play RCT 3.


What if I want both in one game! Lol! (don't tell me to ride RCT3's coasters either, they're bullshit)

Anyways, rideable flats will be mostly possible with invisible track and custom trains.

wooden sound fx are fine


Which is why the train running sound sounds nothing like the woodies I've heard? It's too rough and loud, it needs to be more smooth, and the steel train running sounds are just crap, listen to a real B&M and compare them. You can also compare intamins, vekomas, etc, and the NL sound sounds nothing like that.

More:

light sourcing placed in editor (helps our custom objects)
dynamic lighting for automatic day-night cycling

As for the water, I'm not too worried about that, but if they add in all of those reflections, which are reletively new features, they should add those reflections to other objects too, like cars, etc.

I agree about the support fix. Also, they should remove caps if they're not visible (I'm not talking about the support optimizer, I'm talking about the caps you see at the end of beams that should be removed when it's not visible)

And don't forget the physics fix needed for the MF recreations.

7. Multi coasters in one track but limited to 4 or 5 tracks (we don't want 10gig on a track size and a FPS of 0.000000000000001)


That's just a plain no no. If our comps can handle it, then why not let them?

In fact, what if we have those flat rides I was talking about (of using invisible track and custom trains, not ridable flats)

First of all, it's impossible for an NL track to even go near 1 gig, much less 10, of course, you we obviously exagerating, but that was too much. It can only hit the 1000's in kb, which is simply a few more megs. For framerates, they can very well improve the graphics engine and even make some optimizations. A track file should have seperate settings so that the coaster can be viewed well without too much framerate issues.

Post January 19th, 2005, 7:02 pm
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Originally posted by coasteragent99


wooden sound fx are fine


Which is why the train running sound sounds nothing like the woodies I've heard? It's too rough and loud, it needs to be more smooth, and the steel train running sounds are just crap, listen to a real B&M and compare them. You can also compare intamins, vekomas, etc, and the NL sound sounds nothing like that.


I kinda agree with that. Dragon kahn makes more a ROAR sound when it goes through the cobra roll. Also the vekomas, intamins, etc, are more a smooth sound. You only can hear the screams. On the vekoma slc's you actually can hear the cars moving through some elements.
On woodies, you hear more ratteling of the wood. I don't hear that really on the nl woodies. Not like on real coasters. So it would also to have for every type a different sound for riding. The floorless: ... the stand up: ... , The gerstlauer: ... , etc...

Post January 19th, 2005, 7:57 pm
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yeah, they got the sound off of Ghost Rider, which is why it sounds like wooden coasters I've heard [;)]
The Steel needs fixing. Most steel coasters (at least Intamins and B&M's) have a roar. Of course they could dampen the roar on the B&m since they now seem to be filling the track with sand.
Anyways, they need Giovanola Hyper trais

Post January 19th, 2005, 9:24 pm

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Hi Everyone,

I have a few suggestions for the updated no limits wishlist.

1) Rideable Flatrides-For example: Musik Express and Super Himalaya.
2) Larger Grid to build coasters.

That is it. Hope people read this and consider this.

NIck

Post January 19th, 2005, 9:45 pm

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Originally posted by thecool326

yeah, they got the sound off of Ghost Rider, which is why it sounds like wooden coasters I've heard [;)]
The Steel needs fixing. Most steel coasters (at least Intamins and B&M's) have a roar. Of course they could dampen the roar on the B&m since they now seem to be filling the track with sand.
Anyways, they need Giovanola Hyper trais


And the steel lift is just atrocious!

Oh, you just reminded me about the arrow hyper trains! They can be used for far more than hypers. For woodies with steel track, for mine train rides, alot of stuff. (and you though the steel looper could be used for a wild mouse, especially with the new track!)

Post January 20th, 2005, 5:04 am

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I think it would be cool if you could change the friction/weight of the cars. This would help to make recreations more accurate. For example when rocket coasters are launched at the top speed it will go over the top hat too fast. Changing the weight will allow the train to be launched at the proper speed and go over the top hat at the just the right speed.

Post January 20th, 2005, 7:11 am

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Originally posted by xxlilazndude89xx

I think it would be cool if you could change the friction/weight of the cars. This would help to make recreations more accurate. For example when rocket coasters are launched at the top speed it will go over the top hat too fast. Changing the weight will allow the train to be launched at the proper speed and go over the top hat at the just the right speed.


This is a very good suggestion and i like this one, i think for this to work they would have to make a system where it would copy the original train file, then you would be able to modify the weight etc.... It has to make a copy so don't screw the first one up.

Post January 20th, 2005, 7:32 pm

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I agree with that. But it should only be done in the editor, not in the train file.

Edit: I meant that the weight/friction data should be in the trackfile. The less files we have to use, the better. That's one reason I like to condense all of my 3ds into one object most of the time.

Post January 21st, 2005, 4:47 pm

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No, it wouldn't have to make other copies of the file, just have a feature that returns all the values abck to the default settings

Post January 22nd, 2005, 8:46 am

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I would like the ability to terraform below ground and be able to spray textures onto the ground(like RCT3). If you look at 1.5 update the B&M's spine on brake runs and station has been lowerd this will be
so it can take the new brake and kicker wheel models. Vertex lock would be so usefull, I emailed Ole about one and a half years ago for this feature, glad to see he takes notice of what the paying public want.

Post January 22nd, 2005, 2:17 pm

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Okay, heres my wishlist, sorry if some have already been said:
> Spinning coaster (Maurer sohne model)
> Dive machines
> Bigger area to build in
> Save support structure feature so when you have made a whol support structure you can save it like you can with your own elements, then you can just keep adding it like it is a prefab.
> Tunnel cutter for making underground passage ways in the teraformer
> Screaming sound effects that can be turned on and off, so if you want to have the coaster so it sounds like its got people on it you can. But then you can switch it off when it gets annoying. lol.
> More supporting options, for example being able to use multi colour supports for just one section of track
> Auto flanger, although it is not totally necesary as busters is perfectly good
> Pumping calculator - measures the pumping in your track and alerts you where it is.
> environment maker built in like the terraformer is.

Sorry i have quite a few wishes for nolimits! I do have some more, but they are all quite stupid.

Post January 22nd, 2005, 2:55 pm

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Vertex lock would be so usefull


That's part of what I meant by a better editor.

I would like the ability to terraform below ground and be able to spray textures onto the ground(like RCT3). If you look at 1.5 update the B&M's spine on brake runs and station has been lowerd this will be
so it can take the new brake and kicker wheel models.


How would you terraform below ground? For texture spraying, that would probably be too hard to implement, not sure, but you can do something similar with the create custom texture function. (you'll probably have to photoshop it though) Oh, and I though the lowered spline for the B&M's were mainly for realism.

> Screaming sound effects that can be turned on and off, so if you want to have the coaster so it sounds like its got people on it you can. But then you can switch it off when it gets annoying. lol.


Totally not needed until we actually get peeps in the car, which should be optional too. If they ever add this in, they'd better not make it like the RCT3 peeps, they are f*cking annoying. As for the pumping, isn't there a utility that displays the radius of the turn?

The rest isn't so bad, many are good. For underground tracks, you'll have to export the terrain to 3ds (you need the old terraformer for this, they took out this function for some reason), and the poke the holes for it. :)

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