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Post October 8th, 2009, 2:35 pm

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I just hope that it is easier to construct a smooth hand built track. Also i hope that they have b&m flying trains, and dive machine trains.
Gimme a good coaster and nobody gets hurt.

Post October 8th, 2009, 2:50 pm

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I hope there's the ability to build custom trains - especially given the customisation of many trains and the loads of different types of intamin trains for the same track style.

Post October 8th, 2009, 2:54 pm

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Plus all the Meishos, Togo,and senyo kogyo jet coaster trains.

Post October 8th, 2009, 3:11 pm

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Originally posted by Omnigeek6

Originally posted by Casper

Originally posted by Omnigeek6

I'm not sure if this has been suggested yet, but THERE MUST BE NO HEIGHT, SPEED, OR AREA RESTRICTIONS.


That is virtually impossible, sure they can be big


Well, what if you could type in the size of the area for a specific file?

Like, let's say I want to make a 530 ft tall coaster. I could just change the area height to something like 550 feet. Wouldn't that work?


Yes, that'd probably work
Rarwh

Post October 8th, 2009, 3:12 pm

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Originally posted by dah137

I just hope that it is easier to construct a smooth hand built track. Also i hope that they have b&m flying trains, and dive machine trains.


Ole has already said it would be easier to construct smother hand built tracks
Rarwh


Post October 8th, 2009, 5:57 pm
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^Use another type for different track styles (ex. bobsled coaster)
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post October 8th, 2009, 7:16 pm

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Post October 8th, 2009, 7:29 pm

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I don't think im going to enjoy NL2 as much as 1, If its going to be less of a challenge to build a smooth handbuild track, it kinda takes away some of the fun.
[19:47:28] rcking04: /smoke bong through wrong end

Post October 8th, 2009, 8:28 pm

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but it makes recreating tracks and building custom made tracks without complex tools like newton much less of a pain in the butt.
Gimme a good coaster and nobody gets hurt.

Post October 8th, 2009, 8:31 pm

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Meh, some people like challenges, while others don't.

Post October 8th, 2009, 8:57 pm

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point take. I am just havin a hard time learning newton and other such tools.
Gimme a good coaster and nobody gets hurt.

Post October 8th, 2009, 9:16 pm

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I hope in No Limits 2, there wont be a Patriot side(Liker) and a Rebel(hater) side about my jet coasters.

Post October 8th, 2009, 9:35 pm

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Originally posted by HazBruv

I don't think im going to enjoy NL2 as much as 1, If its going to be less of a challenge to build a smooth handbuild track, it kinda takes away some of the fun.


Yet you continue to build with Newton?
Cedar Point FTW

Post October 8th, 2009, 9:36 pm

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Post October 16th, 2009, 1:11 pm
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I've been thinking about the 'build your own train'-thing.

It would be very easy to make a system that would use 3ds. Basically a train is nothing more than an object with some point of that car riding along the track path.

Now, if you make a 3ds and put in the editor, you fix it on the template coordinate system. But you could also fix it on the train's coordinate system. This way your 3ds train will follow the track.

Also, the restrains, wheels and rotating seats (spinners, flyers) would also have their own mid-point coordinates.
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Post October 16th, 2009, 1:41 pm
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Post October 16th, 2009, 2:06 pm

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Originally posted by Coasterkidmwm

I midpoint coordinated your mom.


For once, i agree with ya...

@hyyyper (and the rest), i dont think adding your own trains would be a good idea, sure, it'd be great for the few out there who actualy make decent 3ds and rides, but think how much the system would be abused

i know for a fact it would be 2 days before someone comes out with a coaster car shaped like a pen*s or somewhat

Ontop of the increase in 3ds + custom cartextures
Rarwh

Post October 16th, 2009, 3:37 pm

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^ If someone wants to do something like that, I don't see what stops them in NL1. Plus, most people who would actually do that probably can't model for poop.

Having custom trains would be a bit more than just importing a 3ds's. Object meshes much be recognized in some way for items like wheels, restraints, etc. Still, I think it's possible to create a decent system out of this but it'd be a bit tedious to implement. However, if we at least had something simple, it'd be possible to create stuff like go-karts and what not. It can already be done in SM (go-karts), just takes an assload of time. And why the hell would anyone want to make go-karts, flumes, and other non-coaster rides? Well, lets not poop ourselves; building coasters gets even a little monotonous once in a while, and with NL2's muiti-ride per scene capability, one could make some mini-parks. This should be more appealing to both veterans and new users and allows more flexibility in design overall.

Making technically correct and exciting coasters is one thing. Putting it in a creative environment is another, and it seems that the majority don't give a damn about the latter which can play a huge part in the whole riding experience. (and no, this isn't just an excuse for my crappy trackwork, just look at Thunderhead Falls or Real's TTD)

Just some ideas to ponder, that's all. NL2 will go as it goes, may or may not allow custom or even invisible track, no matter what kind of discussion goes on here.

Post November 2nd, 2009, 10:45 am

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Im sorry to bump this, but I was wondering if NL2 is still coming out this upcoming spring? Or will it be later...

I know that targeted date was awhile back but maybe he could give us another time frame with his updates...

Post November 2nd, 2009, 12:08 pm

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Hopefully, soon, but its been delayed in the past.

Although the environment seems to be pretty much done, im assuminging the final touches on the track/ splititng track are being done. 3ds (like trains) are done by someone else if im correct, however he has quite a lot of good detail trains from the 1.5/1.6/1.7 updates.

Unless there is something mind-blowing he hasnt told us about, spring 1010 dosnt sound to much of a challenge

Although, we havent seen any GUI/supports/OP/new physical content yet...
Rarwh

Post November 2nd, 2009, 9:31 pm

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automatic collision detection ( i am suggesting here ) , that if anything is colliding with anything else, that portion of the track turns red, in real time, as you are dragging, so that you can fine tune easily and know exactly how your clearance is

maybe this was suggested already ?

Post November 2nd, 2009, 10:39 pm
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I still can't wait for this to come out. I hope it is in spring 2010
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 3rd, 2009, 11:45 am

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Originally posted by sharwoo

automatic collision detection ( i am suggesting here ) , that if anything is colliding with anything else, that portion of the track turns red, in real time, as you are dragging, so that you can fine tune easily and know exactly how your clearance is

maybe this was suggested already ?


that sounds much more helpful then the usual *Let the trains blowup* suggestions
It would be nice to have an automatic *tunnel test*
Rarwh

Post November 3rd, 2009, 2:15 pm
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Originally posted by Casper

that sounds much more helpful then the usual *Let the trains blowup* suggestions
It would be nice to have an automatic *tunnel test*


But in all fairness, seeing a train blow up when it collides is much more fun! [lol] Back to Rct! [:D]
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