Board index Roller Coaster Games No Limits Coaster NoLimits Wishlist

NoLimits Wishlist

Discuss anything involving No Limits Coaster Simulation.

Post August 3rd, 2006, 2:23 pm
TheArchitect User avatar
Premium Member
Premium Member

Posts: 1331
Points on hand: 501,147.00 Points
Bank: 498,048.00 Points
Location: Dorchester, Dorset, United Kingdom
You'll never beat custom supports imo. Your gonna come across situations where you'll have to do your own work at some point.

edit: i thought of this one today. How about being able to place catwalks on any segment, no matter what it was, and also have to option to link catwalks together even if the segment is split.
Image

Post August 15th, 2006, 6:46 pm

Posts: 44
Points on hand: 1,355.00 Points

stars w/ planets
There are no stupid questions, just stupid people.

Post September 9th, 2006, 10:55 pm

Posts: 115
Points on hand: 613.00 Points
Location: USA

I want reverse wooden trains, and steel coasters with wooden frames and wooden coaster trains like Gemini!

Post September 9th, 2006, 11:53 pm

Posts: 333
Points on hand: 3,231.00 Points
Location: Stockton, CA, USA

Wishlist:
-Locking Nodes
-Arrow Suspended
-Arrow 4d
-Arrow Mine Train
-S&S Air Launch
-Intamin Woodie Cars
-Vekoma Woodie Cars
-Backwards Trains (For all Cars)

and also I want to customize the positions of each car on a train. For example I want half of the train facing backwards, and half of the train facing forwards.

Post October 7th, 2006, 8:36 pm

Posts: 21
Points on hand: 1,582.00 Points
-Suspended coaster/bobsled coaster (basically the same)
-TOGO coasters
-Arrow hyper
-Intamin woodie
-More, and better, environments. Cloudy, raining, noon, etc. Raining would be a bit of a reach but it'd be interesting
-Better trees

I wonder if any of these'll be in NL2?

I'd also like to see them give the other trains as much detail as the Schwarzkopf trains, but that's a terribly time-consuming process. Still, it'd be amazing to see really detailed trains on all of them.

Post March 4th, 2007, 9:13 pm

Posts: 1830
Points on hand: 3,960.00 Points
Location: London, United Kingdom

Merp sry to bring back an old topic sooo soon after an update.. its just me, i can't wait for the next one, doubt it though.. doubt there will be any major changes/updates untill NL2

Know iv said it before. . know ill say it again.. but here goes..

Duling Stations
(if he gets that figured out, then there's splitting the track for u)
(and if he gets that figure out, then: )

Transfer track!! [the only think im asking for. ..plueeeze]

4D coasters

Support wizards (Tia.. where are you?)

Jpg screenies, .bmp are waaay to big

Floor going up and down for inverted/hanging coasters stations

Realistic crashes [oh and there's a bug for spinner cars with 2 trains, dosn't crash propperly]

Envrironmental rain??

i know everyone is on about Animated 3d objects... or atleast suport for animated textures

Now that u have spinner cars sorted.. what about a Swinging Suspended Coaster...

Better catwalks.. [i think the 2 seat inverted brake catwalks are messed up.. haven't checked i don't think]

Ability to have a compleatly seperate coaster, (for dueling/racing and whatnot) [ and merge two coaster files togeather]

good on jayman.. An actualy "Game" or "senario"
Originally posted by jayman

mantenance factor.. that would be cool.. you're ride could be like a giga pet and youd have to feed it and make it happy or it'll take a crap. not like rct, but in a way where you can program in how many days it runs consecutively at what loads and capacity, set up emergency last minute plans for unseen problems, and schedule maintenance, and then you could have an interface where you say.. 3 month long season, 6 days a week, ride starts inspections at x a.m. first run at x a.m... 4 special event occasions, etcetra etcetra, push a button and it'll cycle, (without running the ride of course.. it'd just be computing) untill it came to a problem that didn't have a pre planned solution, the goals could be to build a ride that has a flawless season. .. whooops.. too much...


PPL would be lovely :p

Should have been way up there.. .underground tunnels

Copy and paste supports and 3ds

Ability to specify support colors

In editor: max/min g reader for ver, lat, acel

Better looking, more advanced OP pannel [for when we get that transfer track hey :P]

Donno if support for DirectX 10 is nessesary, its not as if NL is the most graphicaly game out there, but mite be handy, fog effects and waterfalls and whatnot..

as i said.. merp, there's some other good ideas as well, but as we said, list is personal..



Oh and Ragan... In yaouw face!

Originally posted by ragan

Originally posted by drummindave50



-auto smoother



yea, you wont get flanges or the smoother.
Rarwh

Post March 10th, 2007, 12:20 am

Posts: 1620
Points on hand: 4,230.00 Points
Location: USA
i'd like more room to build rides. like.. a 1000 foot tall limit and 4 times the land area.

Post March 10th, 2007, 12:28 am

Posts: 2052
Points on hand: 4,906.00 Points
Location: USA


Post March 10th, 2007, 12:33 am

Posts: 192
Points on hand: 662.00 Points
Location: Philladelphia, PA, USA
Intamin prefab wooden coasters
cable lift
LSM
All Vekoma(dont no how to spell it)coaster styles
All arrow styles
Intamin Standup
Gionvola (dont no how to spell it) hyper coaster
B&M flying
Double track station
and many more

Post March 10th, 2007, 11:19 am
Jer User avatar

Posts: 991
Points on hand: 1,089.00 Points
Location: New Jersey

I had a huge convo aobut this and we made quite a list:

Rides:
B&M Flying
B&M Dive Machines
Giovanola Hypers
S&S 4Ds
S&S Air luanches
S&S Scremin Squrrels
Mack Bobsleighs
Mack Wild mouses
Mack spinning coasters
Mack Water coasters (with turntables)
Intamin Storm runner Trains
Intamin Hyper trains (Gen 2 like on Expedition GeForce)
Intamin Plug'n'Plays
Maurer Sohne X-Car coasters
Gerstlauer Mystery Mine Eyro Fighter Trains
Gerstlauer Launch coaster trains (Thier version have um)

Tech:
Working Hydrolic Launched
Imroved Stations
Retcracting floors for inverts, and floorless
Transfer Tracks
Unique lift sounds for each coaster
New cat walks
Retraching launch fins (the brakes for intamins can move to the side time to make them move up)
Improved Woodie supports
Distingused Arrow and Vekoma trains.
Phoenix|Maverick|Skyrush|RFII|Leviathan|Bizzaro[SFNE]|Bdash|Griffon|El Toro|Verbolten
RIP Chiller: 1997-2008

Post April 19th, 2007, 7:26 pm

Posts: 3
Points on hand: 1,652.00 Points
Location: Belleville, IL, USA
the main things i think there should be are better sound effects for all coasters, especiall the lift and lift motor sounds. the motor sounds like my vacumm cleaner. And there should also be a way to add nodes in for 3d mode. And the prefabs should have different size tubes for selection and the supports should have connectors so you dont have to free node them. Reverseable trains would be sweet to.

Post April 19th, 2007, 7:36 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

i think that bobsled cosater we be crazy, and so many people would make insane bobsled coaster, that would be fun to ride them, and just see what they were like... thats what i really want, i also want better tations and retractable floors for inverts, as mentioned before, and everything else here would be cool too :), but definatly bobsled coaster

Post April 24th, 2007, 10:18 am

Posts: 6
Points on hand: 1,391.00 Points
list:
vekoma
mk-700
mk-900
mk-700 m
mk-700 j
robocoaster on track (vieuw coastersandmore.com)
enigma
tilt coaster
thrill lift
suspended swinging coaster
family inverted coaster
family launch coaster

maurer sohne:
x-car coaster

intamin ag:
water coaster

mack rides:
spinning coaster
water coaster
wild mouse

kumbak coasters (www.kumbakcoasters.com)
corcscrew trains
water coaster
mine coaster (used as dark ride at this moment)

b&m
dive machine

i also like some sort of car-designer and an track designer so you can create almost everything

Post April 24th, 2007, 11:41 am

Posts: 1674
Points on hand: 196.00 Points
Location: Zelezniki, Slovenia

Screaming squirrel, B&M flying and dive machine, intamin looper, supports copy-paste, track and car designer, editing in the sim, different coloured cars and supports, two tracks in one trackfile,...

<EDIT> And some build-in tools, like AHG!

Post April 24th, 2007, 1:28 pm

Posts: 296
Points on hand: 1,269.00 Points
Location: Dedemsvaart, Overijssel, Netherlands

Something i would really like is not only to have gravity work for the coaches of the train.. but also for the track and supports.. so that if the structure would be to intense to hold for the supports you can't ride it because of the low supports strength. (would make it more realistic)
And maybe something like the track actualy moving when having great forces upon them..

Also transfer tracks are high on my list.

Post April 24th, 2007, 8:25 pm
Jer User avatar

Posts: 991
Points on hand: 1,089.00 Points
Location: New Jersey

^That would be cool :) esepcially when oyu have noidea if supports will hold.

I'd also say if that was the case maybe a mroe advanced custom supporting prgram, for exact place of nodes, special joints, and track connectors to allow.
Phoenix|Maverick|Skyrush|RFII|Leviathan|Bizzaro[SFNE]|Bdash|Griffon|El Toro|Verbolten
RIP Chiller: 1997-2008

Post April 24th, 2007, 8:26 pm

Posts: 2864
Points on hand: 4,152.00 Points
Location: Monroeville, PA, USA


Post April 24th, 2007, 9:33 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA


Post April 24th, 2007, 10:27 pm
A7 User avatar
Premium Member
Premium Member

Posts: 688
Points on hand: 153.00 Points
Location: Prescott, Arizona, USA
The Ability to have everything this thread lists and have more than 1 fps!

Post April 24th, 2007, 11:16 pm

Posts: 2892
Points on hand: 9,697.00 Points
Location: Philadelphia, Pennsylvania
Originally posted by mormon16

the motor sounds like my vacumm cleaner.

[lol][lol][lol]

Everybody has good ideas. But remember people, the NL team is only human... they can't really pack in that much... maybe over quite a long long time though.
X2 ??? Intimidator 305 ??? Millennium Force ??? Iron Rattler ??? El Toro ??? Fury 325 ??? Maverick ??? Skyrush ??? Twisted Timbers ??? Voyage
250

Post April 25th, 2007, 3:02 pm

Posts: 2
Points on hand: 1,748.00 Points
Location: Canada
I don't know if this thread is that active now that 1.6 is out, but as a relatively new user, who has been using 1.6 for a while now, I thought I'd step up to the plate. I hope I'm not just rehashing old ideas, and have something fresh to contribute.

I realize Ole runs a pretty small team, and things need to be prioritized, so along with a few fairly big things, I've suggested a few that should be quite simple to implement. Here goes:

1. Passengers. A few of you have mentioned them, and I personally am all for them. No matter how good a coaster is, it seems a bit sad & sterile with nobody riding it. This feature would of course need to be optional, for people fighting FPS issues, or those of you that just can't stand sharing your train with anyone else.

2. Animated 3D Objects. The NoLimits site is proclaiming support for them, but nobody seems to know how to take advantage of it. I've made some animated 3ds objects in Max, and have been trying to find a way to use them in NL, but so far I've come up empty. They import, but none of the animation works. If track designers and users had access to this feature, the user community could take care of adding passengers and spiffing up the cosmetic stuff, and let Ole & co. take care of core game functionality. So if anyone knows...?

And while I'm on the subject, is there a good site to find generic animated or non-animated 3ds stuff, like people, buildings, hotdog stands, etc.? Preferably scaled to fit NL? I've been looking, but must not be in the right places. This site apparently won't host them, and doesn't even allow them with uploaded tracks, and the alternate site they recommend at CoasterCandy.com is no longer operating. Again, if anyone knows...?

3. Avatars. If you want multiple rides in the same park, you need to be able to get to them. Avatars are used in countless VR and first person games, so the methods of creating and using them should be well established. They'd need to be customizable by users to fit their individual self images, but again, this is pretty standard stuff. Wouldn't it be great to take a closer in-game look at some of the great scenery that's been made for some of these tracks? Wouldn't you like to see your legs kicking beneath you on some of the floorless hanging rides? I would.

4. Expanded Parks / Multiple Tracks. A lot of people seem to be in favor of this, but some are afraid there'd be a big performance hit. One partial solution would be a system that linked existing single track parks together. Each user could string together their favorite tracks, and walk from one to the other. When their avatar reached the edge of one park, it would step into another. All that would be needed would be some kind of database that linked the entry & exit points, and for continuity sake, the ability to display a picture of the next park at the boundary, since it wouldn't be loaded until you stepped into it. If the avatars were in place, something like this could be implemented in Gravimetric's Media Center, or some other front end, and wouldn't need to concern Ole & his people at all. Of course this won't help the people who just want to build really looonnnggg tracks.

Hope this helps the discussion. If anyone has anything to add, or some reason why any of these are flat out impossible, please step in.

(Sorry for the long post. Had to get full value for my 2 cents worth).

Post April 25th, 2007, 3:47 pm

Posts: 296
Points on hand: 1,269.00 Points
Location: Dedemsvaart, Overijssel, Netherlands

2007-04-25
I found a couple of minutes of time to talk a bit about the things I was working on the last couple of months. I spend my time almost completely working on NoLimits 2. Its release date is still way in the future, most likely in the end of 2008 or beginning of 2009, but I just finished an important milestone of the new engine, so my progress hopefully advances a bit faster now that most parts of the basics are in place. Meanwhile it is very likely that NoLimits 1.6 will be ported to Linux. I already have most parts of the Simulator working on a modern Linux 2.6 kernel distribution using an NVidia driver. Thanks go to Bj?????????rn Gawenda and Sebastian Wendrich from University of Applied Sciences FH Wedel for helping on the Linux port. Maybe we will release a beta-release of the Simulator for Linux in summer 2006. If people will find it usefull and it will run acceptable, I will port the whole software package including the Editor and Terraformer to Linux. NoLimits was designed to be platform independent, so it should not be a big deal and will not interrupt my work on NL2, too much.
-Ole

Post April 26th, 2007, 1:24 am

Posts: 2052
Points on hand: 4,906.00 Points
Location: USA

Originally posted by coolbeans326

NL 2 should utilize the CryGen graphics engine.


if only... that long range draw distance would come in handy with coasters. and it would be fun to have a nuke feature using the shockwave [:p]

there are so many little practical features for the editor I would gladly make use of. I can't remember any off the top of my head right now cause they're things you pick up on whilst editing (and I haven't touched the editor in a while).

Post April 26th, 2007, 8:19 pm
Jer User avatar

Posts: 991
Points on hand: 1,089.00 Points
Location: New Jersey

how about Rain....I always enjoy riding coasters in the rain :)
Phoenix|Maverick|Skyrush|RFII|Leviathan|Bizzaro[SFNE]|Bdash|Griffon|El Toro|Verbolten
RIP Chiller: 1997-2008

Post April 26th, 2007, 9:00 pm

Posts: 2145
Points on hand: 3,189.00 Points
Location: Toronto, Ontario, Canada

^owie!

FingleDingle, cool ideas, that would just be awesome to have those, but what exactly do you mean by avatars? I mean, I sorta get you, but not really.

PreviousNext

Return to No Limits Coaster

 


  • Related topics
    Replies
    Views
    Last post
cron