No offense taking, I was just saying. I think this post what I'd want most.
I appreciate the opportunity to give suggestions for what I think should be implemented in future versions of No Limits, therefore I've created a list of improvements (most with explanations) that vary from the usual and obvious ?????????Oooh I want flying coasters and better graphics????????? which should be more helpful to the game?????????s designers.
-Several sliding bars that allows one to manually set the roughness of a particular coaster. Not all coasters of a certain type have the same level smoothness; for example Drachen Fire was much rougher than Loch Ness Monster, even though they were designed by the same company.
-To expand on that idea, the user should be able to set a particular kind of roughness. Superman SFA predominately shows mild shuffling (lateral shaking), Hercules at Dorney Park, and Rolling Thunder at SFGAdv mostly have severe jackhammering (vertical roughness). Other coasters exhibit more of a combination of the two.
-The user should be able to set a specific amount of ?????????jerk????????? for launches. Top Thrill Dragster?????????s launch has a higher initial jerk value than Kingda Ka?????????s, even though Kingda Ka reaches a higher speed in a shorter amount of time. This design feature should be able to be recreated in a No Limits launched coaster without the need for dozens of small segments.
-The wheel assemblies on Arrow coasters and wooden coasters, among other styles, are not spring loaded, therefore there should be a gap between wheels and rails, and a variation in the movement of the coaster car while in motion should reflect that gap.
-The colors that represent certain levels of g-forces should be dynamic based on constraints of the duration of g?????????s, onset quickness, and magnitude. These constraints should vary by manufacturer and train style. ?????????Red positive G?????????s????????? for inverted coasters should begin at around 5.3 G?????????s, while for Schwarzkoph, they would start at 6.7 G?????????s. The same principle should be applied to lateral, negative, and acceleration G forces.
-One should be able to texture the ground in the editor using a satellite picture of a particular coaster, which would greatly help with recreations.
-Several preset rail textures should be available in the editor, including rusted, painted, steel, or mostly painted with small unpainted connections between track segments (like Nitro). The user should also be able to use their own texture for all track segments.
-Certain parts of the track should be able to be painted a different color, allowing for color schemes similar to that of Talon, Mantis, or Silver Bullet.
-When terraforming land around a coaster, one should be able to choose whether segments that touch the ground either become tunneled, create a natural ditch, or make a cement trough. These features should also be customizable.
-Tree size should be able to be easily modified, without being too detrimental to texture quality.
-It should be possible to easily implement boards of various styles into wooden coaster tracks. GCII?????????s have wooden covers on crossovers, and sometimes have boards running diagonally inside the track, as seen on Roar?????????s first drop.
-One view in the simulator should be a rider view. Users would set the amount of space between the rider?????????s lap and the lapbar, along with the amount of slack in the seat belt. The camera view would then react to the forces of the ride with the constraints of the restraints. For floater airtime and two inches of space between the rider and restraint, the camera view should float at head height, with two inches of travel space. For ejector airtime, the jerk when the rider?????????s legs hit the lapbar should be evident in the motion of the camera. Lateral forces should move the camera laterally as much as the seating will allow for the specific rider.
-Maybe there should be a maximum value for space allowable between rider and harness, as I'm sure parks wouldn't appreciate a game condoning leaving excessive amounts of space between rider and restraint. However, some trains, such as PTCs with ?????????buzz bars????????? are designed to have a large amount of space between rider and restraint, and the camera view and height should reflect that. Ofcourse, aforementioned dynamic G force meter should lower the acceptable magnitude and duration of negative G?????????s accordingly.
-Provided the option is toggled on, G?????????s should realistically affect restraints in this view. Pullouts and turns especially on B&M speed coasters push the lapbar down, and cause it to lock into a lower position. The same happens on many other styles of coaster, to varying degrees. Intamin restraints are stiffer, therefore don't move down at all, unless subjected to relatively large G load.
-Maybe add a slight blur effect, which can be toggled on or off. That would greatly enhance the sense of speed.
If anyone would like clarification for any of these ideas, don't hesitate to ask. Feel free to add onto or comment on my ideas.