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NL 1.6 Screenshots

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Post March 21st, 2006, 5:05 am
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Originally posted by Sobek

Originally posted by hyyyper

Originally posted by Sobek

he means he want cat walks and 4th Dimension, Dive-Machines and Rocket coaster types, and the brakes have to stay this way...

I wan to see different styles of trains not only cartextures

BTW hyyyper al lot of your site isn't working...


which of the two


Both


the speeedfreak has been abandond, and the projects on hyyyper.tk aren't posted yet
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Post March 21st, 2006, 5:56 am

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Post March 21st, 2006, 8:11 am

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Post March 21st, 2006, 4:15 pm

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Originally posted by Coasterkidmwm

Probably around 2007 this'll be out.


Did you actually find that from an official document or report or was that just a wild/logical guess?

Post March 21st, 2006, 5:25 pm
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Originally posted by Tanks4me

Originally posted by Coasterkidmwm

Probably around 2007 this'll be out.


Did you actually find that from an official document or report or was that just a wild/logical guess?


read: probably...

So a wild guess.
There is never been told about a guess or exact release date. I'd rather wait another 6 month and have an awesome update like 1.5, then have it in a week with tons of bugs.
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Post March 21st, 2006, 5:26 pm

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Ok just as a last not, spinners do have those computers so the wheel that spins the car so it can enter the station knows how much to spin it. The computer knows how the car spinns so the wheel dose its job.
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Post March 21st, 2006, 5:52 pm

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What's with those weird seams on the sides of the cars? They don't look very good, but the rest of the trains looks quite nice. Hopefully they can move on to the trees, catwalks, stations, and shadows on terraformed ground later on, the detail is very unbalanced, to the point where the high detail stuff causes a somewhat amount of lagging. (a 3 trained track can drag me down to 12 fps, on a radoen 9600pro 256mb, not very good but good enough)

Post March 21st, 2006, 7:16 pm
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The spinning factor is not computer controlled, it's controlled by gravity. The coaster is designed aroun these mechanics to prevent it from being overly intense. But you can really experience alot more G's than the restricted amount, it's just not comfortable ...

Post March 22nd, 2006, 8:08 am

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how can it be very 'spinny''in NL then, if its gravity controled.. cuz with no ppl weight simulation(im gessing there's none) then it won't spin very much... i hope NL 'adds weight' to where ever the camera is...
do u get what i mean?
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Post March 22nd, 2006, 9:14 am
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Post March 22nd, 2006, 9:54 am

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@ zan: He could add 320kg to the normal weight of the car, couldn't he?

Post March 22nd, 2006, 11:00 am

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You guys are complicating the issue too much. Hes a programmer. He can simulate whatever he wants and it doesnt have to affect anything else but the Spinnerz.

Post March 22nd, 2006, 11:24 am

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yeah ok... but.. then it would be programing spinning, not spining under gravity... empty cars spin cuz their diffrent components are not exactly center of mass,(e.g) back weights hevier than the front.. in a sim, how does that work?? @MACchiato , (kinda continuing what im saying) that would mean that the whole weight is spreed equaly, i don't think that helps

and yeah, i think we are overcomplicating the issue, lets just sit tight, weight..opps..wait for the update to be relised, and have lots and lots of fun trying to make outselves sick...
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Post March 22nd, 2006, 2:42 pm

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I wonder if there will be 4 variables of weight which are placed randomly so each car spins at different rates. But I really don't think the ride experiance is all that different if you have 2 75 pound kids and 2 250 pound adults on the other side.

Post March 22nd, 2006, 4:00 pm
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Zan, he'll use a formula to calculate the spinning just like he used a formula to calculate speed and the gravity force. I'm sure it's more complex, nevertheless it can be done.

^i hope you can put ppl in


God no.

@ zan: He could add 320kg to the normal weight of the car, couldn't he?


Who knows, maybe they'll be an option to simulate "No Load", "Lite Load" and "Heavy Load" or something like that. Once he's nailed the basic formula down, manipulating and plugging in different values is pretty easy.

Post March 25th, 2006, 12:31 pm

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lol at this!!

if i see corectly, thats a serious serious ..how shall i put it.. error?

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Post March 25th, 2006, 12:42 pm

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Post March 25th, 2006, 12:52 pm

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im not blaming anything... its just not correct is it?
now that we gathered that the shock-absorber is not the prob... the wheels must be [sillyme]
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Post March 25th, 2006, 12:59 pm

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if your trying to say that the shock absorber is clashing with the wheels its notm i just looks that way because of the angle cut of the shock absorber, and not havign a shadow on the wheels

Post March 25th, 2006, 1:07 pm

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Post March 25th, 2006, 2:03 pm

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Excallent idea real, for those people who are not the best 3d modellers this gives them a chance to surpass there own expectations.

One thing though, if you or anybody else made 3d modles for general use would a copyright or appreciation notice have to be included in the coaster creations so that proper recognition goes to the 3d modle creator, I think it would be only right to do this unless you have happy to allow people free use.

Great suggestion though and yep I'm up any 3d stuff thats free.

Post March 26th, 2006, 3:58 pm

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Looking at the picture of the shock absorber from RCDB, it's a complete circle, but the model in NL wasn't (it's kind of hard to see actually), it was part cut off, though it appears to intersect the wheels.

Oh yeah, those guys at NL forgot the environment mapping; it's a lot more reflective than that. (but then again, they'd have to put in the env mapping for all the other coaster trains; I'd rather see that detail than all that unecesary polygon detail, it would also increase framerates a lot)

Post March 26th, 2006, 4:45 pm
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^ as said by Ride_Op

Upgrading trains and hardware models (which you are still all getting FOR FREE!) is mostly the Ride_Op and Phyter show, with some work from Ole to impliment the changes.


Mr. Lange is focusing all of his scripting time in NL 2 right now, it sounds like so we will not be seeing any new graphics updates, or anything like that. But we will be getting some new coasters to toy around with and tie us over until NL 2's release, and although they don't have all this reflection, they are still very detailed, and I look forward to seeing the models used in NL 2 since they have such good quality. But along with just seeing those models, we'll also see things like that envoirnment mapping, and maybe detailed shawdoing system like in Doom 3 & Quake 4 (although not as dark) and as well as the catwalks and realistic water like in RCT 3, or Half Life 2. But we'll have to wait for Ole to do this in NL 2, and the less time he spends on the current NL, the better, because the sooner we see the next big Sequal to one of the best roller coaster sims of all time. I hope everyone understands this now.

Post March 27th, 2006, 4:58 pm

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Post March 27th, 2006, 5:16 pm
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Originally posted by DesignTool

On a side note, I want more pics!


Don't whine and be happy that you even get pictures!
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