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Nolimits Element Request

Discuss anything involving No Limits Coaster Simulation.

Post September 20th, 2009, 12:15 am

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Can someone make me a 90 degree up and down hill with maximum editor height? This vertex system is just too complicated for me, i've been designing thrillville and RCT3 coasters. I just need it as an element so I can make a cool LIM coaster. Please? And thank you.

Post September 20th, 2009, 12:20 am

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Post September 20th, 2009, 12:23 am

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Originally posted by coasterpimp

Why would you want something that big?
I love big drops and high speeds. I'm thrill crazy.

Post September 20th, 2009, 12:25 am

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just play with the vertex system, youll get it. I worked with RCT extensively before NL. Its a nice learning curve but once you get it, blows the other stuff out of the water.

Post September 20th, 2009, 12:29 am

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I'll give you a hint: Rel Roll.
BTW if you want to make it realistic use a heart line roll or something going back down, TTD and KK have them because just a straight out drop could be too forceful, even lethal to some at that height and speed.

Post September 20th, 2009, 1:54 am

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^I'm quite certain the twists are entirely for fun...

Post September 20th, 2009, 1:58 am

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Post September 20th, 2009, 9:15 am

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How would the forces be deadly without a twist? LOL
Remember, -1g provides the same sensation as being held upside down. Most of the way down a vertical drop should be close to 0g (freefall).

Higher speed does not mean a higher force.

Post September 20th, 2009, 1:24 pm

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But the longer it's sustained can be dangerous. And the faster you're going down can cause discomfort. Remember, we still have the force of the air being displaced by our movement.
Sometimes you gotta sacrifice a little bit of yourself to get the job done.

Post September 20th, 2009, 3:04 pm

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Originally posted by sapporo93

But the longer it's sustained can be dangerous. And the faster you're going down can cause discomfort. Remember, we still have the force of the air being displaced by our movement.



What are you talking about?

I'm sure most skydivers aren't screaming in pain as they're falling. And please, for god's sake don't reply with: "But the weight of the train makes you accelerate faster" or I'm going to smack you!

Why do you think launches, which generally accelerate faster than freefall, aren't painful?

Post September 20th, 2009, 3:13 pm

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The weight of the train has absolutely nothing to do with the speed of free fall.

Drop a marble and a bowling ball at the same time, see which one lands first.

Post September 20th, 2009, 3:47 pm
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Originally posted by sapporo93

But the longer it's sustained can be dangerous. And the faster you're going down can cause discomfort. Remember, we still have the force of the air being displaced by our movement.



Go to your physics teacher and ask for your money back.


The reason behind the twist is that for some reason, the designers thought it would be too scary for a straight drop.
The only thing that is different on a twist than on a straight drop is that you make a spin around the lenght-axle. The difference in height, the speed, the forces...All the same.
Also, how on earth can you get back to the station as cheap as possible if you are not going in that direction. So you either need a 90* or 270* turn, or a larger layout (think Storm Runner) to get back to the station.

Getting back on topic, Racecarlock, the idea of the vertexes is pretty straightforward, and if you think about it, perhaps even better than RCT.
You start with a blue vertex. Now, if you want to go somewhere, just add a vertex by clicking where you want it. You can now drag the vertex to where you want it and change it's direction with the control points that appear when you select a vertex.
The control points are also used for making transistions smooth. The further away a control point is for a vertex, the more 'pressure' to exerts on the track. This is where designing can be a bitch because it can be really hard to find a balance between too much and too little pressure.

As for your hill. I would suggest 6 sections (so 7 vertexes) vertex 1 is the starting point, segment 1 is the curve upward, segment 2 is the section of track going (striaght) up, section 3 and 4 are the top of the hill, 5 goes down and 6 is the curve that goes back to level.

Just try a lot and mess around with the vertexes and control points. When you get the hang of it, you'll be surprised how much you can actually do.
Image

Post September 20th, 2009, 5:46 pm

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Guys, I don't care about realism here! This is gonna be a crazy virtual fantasy coaster for my enjoyment. You know, for fun? I don't give a crap about physics or human G force tolerance levels or any of that other crap. I just want to have fun.

Post September 20th, 2009, 6:17 pm

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^Then why do you need help with it? Just build a huge hill by playing around in the editor. It ought to take 5 minutes or so, tops. To be honest, NL is actually less complicated than RCT3 when it comes to making track if quality is not important to you.


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