Originally posted by austinjb555
Can anyone explain why these roll values happen? I don't think they used to do that, I've gone through the settings to try to find the answer with no joy.
There's nothing strange going on at all. The reason is that you are using quaternions. When using quaternions, roll transitions occur relative to the axes defined by the coaster track (similar to using relative roll in the editor) instead of the relative to the world axes. The roll values shown between the parentheses are always relative to the horizon (i.e., the world axes), so you can still use that to level the track even when working with quaternions. The issue that we're seeing here is that rolls performed relative to the body axes (quaternions) don't necessarily correspond to rolls relative to the horizon (Euler).
This can be seen dramatically using a curved geometry (which uses quaternions internally). Starting from a new newton session, set the initial roll to 45 degrees, switch to curved geometry, and set the direction to 180 degrees. Finally, set the angle to 90 degrees. You should see something like this:
Note that there is no roll in this particular instance...the track doesn't twist at all. Even so, at the end of the section, the track's roll relative to the horizon is now zero (as is correctly displayed by newton), though the pitch (again, measured relative to the world axes) is now -45 degrees.
From this we can immediately see why using Eulers is problematic if the track is pointing straight up or down. In that case, what do we use as the horizon from which to measure our roll? That's why you'll see the track doing crazy things if you try to perform a roll while the track is vertical using the Euler orientation. Since quaternions don't rely on world axes at all, they don't suffer from this affliction.