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Need help with heartline rolls...

Discuss anything involving No Limits Coaster Simulation.

Post April 3rd, 2006, 6:53 pm

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Post April 3rd, 2006, 7:28 pm

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He didnt use the Red and Green for entering the exiting the User banking which wont create the smoothest possible output. There is a huge difference in alot of cases - its happened to me far too much. Buster coded it in there for a reason.

Post April 3rd, 2006, 7:32 pm

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Originally posted by Wing-Over
Red/green: the segment coloured red/green will act as a smooth transition between a black coloured segment and an uncoloured segment, which will have correct banking (0 lats). The red goes after the black, the green before.


You have it backwards. Red goes before Black - Green after.

Post April 3rd, 2006, 7:32 pm

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Wouldn't a super high filter (say 500?) do the trick?

Post April 3rd, 2006, 7:35 pm

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Post April 3rd, 2006, 7:37 pm

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In never never land. http://www.nolimitsdevcenter.net/pageid-6.html

Probably won't do much to help your tracks. You need to working on smoothing a bit.

Post April 3rd, 2006, 7:38 pm

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It could but why? A super high filter skews the actual banking and could create forces (lateral) that you dont want.

Remember, higher filters smooth the transitions but alter the banking more and more the higher the filter. If you have a peice of track that you need the banking to stay say - quick, then a high filter will "unquick" that part. I run into cases like this alot where I need a part of my track to bank or transition quickly but if you set the filter too high it will take that quickness away.


I find alot of you guys doing that too. You sacrifice the shaping and banking of the track for smoothness because you use huge filters. It creates turns and transitions with laterals much higher than they have to be.

Post April 3rd, 2006, 7:42 pm

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When the banking gets messed up because of super duper filters, usually I just use the filter specify function to lessen it to around 100. Usually turns out with a reasonable result.

BTW, do you specify your banking (like on all of the track) then use the Red/Green function to smooth out your transitions even more?

Post April 3rd, 2006, 7:53 pm

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It depends. I used too but only in special cases. If I have inversions (obviously) or a transition that has airtime (again - any airtime must be hand banked before AHG and properly coded) then I do it by hand.

Otherwise, I let the AHG do it. But I will always have either inversions or airtime so I make sure I use the red and green segments. I always get the best results that way.


I also do ALL of my filtering from within NL using the rail color. I like to make sure that I can specify which areas to get heavy filtering and others to get lower filtering based on existing smoothness and complexity of element.

Post April 3rd, 2006, 8:22 pm

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Originally posted by Real

It could but why? A super high filter skews the actual banking and could create forces (lateral) that you dont want.

Remember, higher filters smooth the transitions but alter the banking more and more the higher the filter. If you have a peice of track that you need the banking to stay say - quick, then a high filter will "unquick" that part. I run into cases like this alot where I need a part of my track to bank or transition quickly but if you set the filter too high it will take that quickness away.


I find alot of you guys doing that too. You sacrifice the shaping and banking of the track for smoothness because you use huge filters. It creates turns and transitions with laterals much higher than they have to be.


Look at my Round 2 entry for a perfect example of how that can screw up a track.

Post April 3rd, 2006, 8:24 pm

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Look at my track to see how it didn't mess it up much. Only spot that's iffy is the Strengel Dive.

Post April 3rd, 2006, 8:29 pm

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Screw ahg! [:D] Just try doing it by hand if you get over trying to figure out some of the tools.

Post April 3rd, 2006, 8:36 pm

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Post April 3rd, 2006, 8:40 pm

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Haha alright you have got me there... I guess we have all got a little tooling in us.

Post April 3rd, 2006, 9:08 pm

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Originally posted by Jimmy Yoshi

Look at my track to see how it didn't mess it up much. Only spot that's iffy is the Strengel Dive.


See, thats the issue. Your track had longer more flowing transitions in banking than his. This is where it works. Thats the point I was making. In areas where you need the banking to be quicker (such as in your stengel dive thing) you needed a lower filter. Then again, that entire element was taken too fast IMO so you were doomed from the start.

Its a delicate balance of making your ride with proper transitions to begin with then tweaking the AHG to give you the right output.

Post April 3rd, 2006, 10:27 pm

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I tried your method out on a quick track, and it worked great. You've got a convert.

Post April 4th, 2006, 12:09 am

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Post April 4th, 2006, 2:30 am
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Post April 4th, 2006, 11:07 am
cjd

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Originally posted by Jimmy Yoshi

Try making a perfect heartlined roll by hand. ;)


I did. When I was originally making my "hyper x" coaster with the outside loop, I had 3 hand-build portions of heartline rolls. I also was going to have one in my "wild mouse in da house" contest entry, but I never finished the track. I've made 4 or 5 total by hand. It's not really hard if you know how to space the segments properly. Smoothing it out is the hard part... it's quite challenging to make a smooth heartline roll by hand while still maintaining the proper shape. but, finally, I converted to AHG also. It saves me about 15-20 minutes of work per element.

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