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NoLimits Wishlist

Discuss anything involving No Limits Coaster Simulation.

Post October 15th, 2007, 10:12 pm

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Location: Columbus, Ohio; United States

I really just want to see a morgan hyper coaster.

I know im a weirdo but they're my favorite.

Post November 6th, 2007, 3:06 am

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Location: London, United Kingdom

OpenGL 3.0 support
DirectX 10.1 support

edit: when i say *support* i mean *take advantage of*

think of how beautiful some scenes could be rendered with all of 10.1's features.
Also, ground textures (and other repeating in-game textures) could take advantage of tessellations, saving on size, and looking great compared to the standard square tile-ing
Rarwh

Post November 6th, 2007, 4:24 am

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Location: Ohio, USA
Different train sounds as the train is going through tunnels.
The present walkboards are nice but most wood coasters just have one 2x10 as a walkboard. That's really all you need and keep it away from the track because if you put it next to the track, water collects there and rots out the bottom board on the track (in real life coasters that is).
Trackwalker

Post November 9th, 2007, 6:07 am

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- Make it possible to put another train on the track in the simulator.

Post November 9th, 2007, 6:26 am

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Location: London, United Kingdom

Originally posted by swouters

- Make it possible to put another train on the track in the simulator.


what do u mean by that?

you can add more trains to the track by going to

(in editor) > Coaster > Settings > Trains
and then changing the Num. of trains [ 1 ] setting
Rarwh

Post November 14th, 2007, 8:07 pm

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Location: New York, USA
-Custom Coaster Train builed
-B&M Dive Machine
-B&M Flyer
-Arrow Suspended
-Multiple coasters per file
-AHG built in
-Intamin Accelerator

Not much really. I'm pretty happy with NL.
Microsoft: Life without walls...because we had to lay the walls off.

Post November 14th, 2007, 9:21 pm

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Location: Philladelphia, PA, USA
they need an intamin prefab woodie track and lsm fins like on maverick

Post April 5th, 2008, 3:28 pm

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Location: London, United Kingdom


Post April 6th, 2008, 3:50 am

Posts: 22
Points on hand: 65.00 Points
Location: Riihimaki, Finland
I'd like a prefab-sort-of stairs, so instead of using custom objects, you could just snap on a prefab-staircase. For example on a brake run or on a lift hill.
Coastercount: 48 and counting

Post April 6th, 2008, 1:42 pm

Posts: 175
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Location: boston, ma
It might be nice to be able to hide only some supports (if only just auto supports) so that on a woodie especially, one can edit them and actually see a lot better. Right now, it's only possible to hide all the supports, or else completely erase all auto supports...

Post September 23rd, 2011, 7:27 am

Posts: 41
Points on hand: 1,137.00 Points
Location: Denmark
My wishlist:

-Increase limits of height, speed, geforce.
-Custom radius for the tube supports.
-Possibility to cancel when misclicking on F5.
-Transparent colors.
-Better looking support connection with free-nodes.
-High order spline interpolation ;D

Post September 23rd, 2011, 7:45 am
mkingy User avatar
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I don't understand why you would want to go beyond reasonable G-Forces? I'm not even sure there is a limit? :S
Coaster Count - 198
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Post September 23rd, 2011, 8:07 am

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Location: Denmark
Actually, if you use a hexeditor, limits are only set by IEEE 754.

Post September 23rd, 2011, 7:15 pm

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Location: Kentucky, USA
The dive machine is really all I care about. That and track tape.

Post September 23rd, 2011, 7:32 pm
jayman Premium Member
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Location: spring valley

underground tunnels, simulated ride loads, invisible track and realistic crashes

Post September 23rd, 2011, 7:42 pm

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I'm with Jayman on the realistic crashes. Best thing in the RCT games are the crashes and peep bowling.
"if you found your laughin' place, how come you ain't laughin'."https://www.facebook.com/calicoaster1/

Post September 23rd, 2011, 10:17 pm

Posts: 1928
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Location: OH, USA
But, those things are also what differentiate RCT from NL. IMO adding "realistic crashes" would make NL too much of a game and not enough of a simulator. While it would be absolutely badass to have them, I really don't see a need to program a damage engine into the track and trains.

Post September 23rd, 2011, 10:39 pm

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Well yeah, but still, boneplaya. How awesome would that be, though? Let's think, how can this hurt/help NL.

Help: More fun, cooler (not to mention, realistic) crashes, damage engine and all

Hurt: More noobs, more game-like than simulation

IMO the good outways the bad.
Plot Twist: I'm still alive

Post September 24th, 2011, 12:44 am
jayman Premium Member
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Originally posted by boneplaya

But, those things are also what differentiate RCT from NL. IMO adding "realistic crashes" would make NL too much of a game and not enough of a simulator. While it would be absolutely badass to have them, I really don't see a need to program a damage engine into the track and trains.
ok . , how about totally unrealistic, but incredible,
crashes instead?

Post September 24th, 2011, 8:25 am
RideWarriorNation User avatar
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Originally posted by mkingy

I don't understand why you would want to go beyond reasonable G-Forces? I'm not even sure there is a limit? :S
I think he is referring to the green, yellow, and red limit on no limits. In which case, can be edited in the .env (try here)

Post September 24th, 2011, 2:04 pm

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Location: Vlaardingen, Zuid-Holland, Netherlands
Design your own track type!
No B&M, Intamin etc. etc.
Just made by yourself.

Post October 31st, 2011, 2:18 pm

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Not sure if it's been said yet, but I'd like the ability to assign/edit keyboard shortcuts for every function in the editor.

Post October 31st, 2011, 4:25 pm

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Location: Boulder, CO, USA
New B&M wing Rider(probably going to have to wait on that one)
B&M Flyer, Dive Machine(Griffon Trains)
diagonal view...
New Hyper Trains(B&M)
Better scenery
probably an easier terraforming...


Post October 31st, 2011, 4:36 pm

Posts: 1928
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Location: OH, USA
Originally posted by KrazyKoasterKid

Well yeah, but still, boneplaya. How awesome would that be, though? Let's think, how can this hurt/help NL.

Help: More fun, cooler (not to mention, realistic) crashes, damage engine and all

Hurt: More noobs, more game-like than simulation

IMO the good outways the bad.


Do you realize how hard it is to program a damage engine into *anything*? Remember, all those trains are are a bunch of polygons, and they would have to warp on impact, which wouldn't be that bad, but simply modeling the underbody in case there is a crash would not only waste poly's, he'd have to warp *those* on impact as well. And if the crashes were to be realistic, things would break, bend, crack, tear, etc, all of which would require real-time, detailed structural analysis, and in case you didn't know, structural analysis is not easy to do in real time in 3 dimensions. Sure he could just make the crashes really RCT-like, but then you lose (in my opinion, anyway) some of the realism that Ole is working so hard on in NL2.

I'll put it this way: as I said, crashes would be great to have, but are certainly not at the top of my personal wish list. I'd rather Ole come out with an incredible roller coaster simulator as NL2, and then hire someone else to work on the more "fun" parts of it. Alternatively, he could provide APIs for people to add their own stuff (like, say, crashes, animated 3ds, a better wood support generator, etc...). Honestly, I would mind it at all if he'd release a development API for NL1. That would make it easy to create your own train styles and everything.

Post October 31st, 2011, 4:43 pm
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Originally posted by jdmi012

New B&M wing Rider(probably going to have to wait on that one)
B&M Flyer, Dive Machine(Griffon Trains)
diagonal view...
New Hyper Trains(B&M)
Better scenery
probably an easier terraforming...


Are you in for a treat! If you would've looked the the no limits site you would know that more than half of you wishlist has already happened...

B&M Flyer, Dive Machine(Griffon Trains)
New Hyper Trains(B&M) (somewhat newish gen/Improved)
Better scenery/terraformer

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