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The one and only NoLimits 2 Topic

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Post January 8th, 2013, 3:07 pm

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NoLimits, used professionally in the industry, is basically a cheaper alternative to hiring people to model and animate coasters from scratch in end modeling/animation programs. It's an alternative to those CGI pov's you see. Of course, it's also been used to present new concepts like the Vekoma Motorbikes or the Unicoaster. The software lacks advanced capabilities for any actual engineering work.

CoasterCrazy (the game app) is irrelevant; it's purely a game with very little aspects of simulation, like RCT. TPS/Hyper Rails just happened to never use it, perhaps due to different UI design philosophies.

Post January 8th, 2013, 5:13 pm

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Actually roller coaster designers use software like Solidworks and CATIA. Its really beyond wire frame modeling. I seen this on the TLC/history channel something like that last year and was surprised, because I have been using Solidworks to design models for FSX and Farming Simulator.

Anyways back to my point here. If a game is to really succeed, it must sell. Selling a few hundred copy's at $29.95 won't keep the game around today. Selling hundreds of thousands of copy's will make the game much more promising for the developer. If the game... first, is easy to use out of the box like say Farming Simulator, its probably going to be modded some how later. That itself creates more revenue for the developer, as many with buy it. At the end I want to see NL2 to appeal to all, the young to the old...but with an updated game that still will be difficult to use by many, I don't see how Nl will survive.

Coaster Crazy (the game app) is relevant;. Its developer wants the game to be user friendly.

Post January 8th, 2013, 9:45 pm

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You can use wireframe mode in solidworks anyway. I don't want to see the game watered down.

Post January 8th, 2013, 11:53 pm

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Ole isn't a big development company. I highly doubt NL sold more than a couple thousand copies and it's been around and supported since 2001-2002. It's an advanced program for a niche market. He isn't trying to make Call Of Duty here.

People have figured out the program and made some amazing stuff with it. Those who can't...well there's always RCT and I have no problem with that. I'd rather it cater to the few advanced users who are capable of making good stuff than dumb it down for it to be accessible for the masses.

The coaster crazy game is a joke and has nothing to do with NL.

Post January 9th, 2013, 6:53 am
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Originally posted by coasteragent99

NoLimits, used professionally in the industry, is basically a cheaper alternative to hiring people to model and animate coasters from scratch in end modeling/animation programs. It's an alternative to those CGI pov's you see. Of course, it's also been used to present new concepts like the Vekoma Motorbikes or the Unicoaster. The software lacks advanced capabilities for any actual engineering work.

CoasterCrazy (the game app) is irrelevant; it's purely a game with very little aspects of simulation, like RCT. TPS/Hyper Rails just happened to never use it, perhaps due to different UI design philosophies.


Essentially, its cheaper to use NL models as a marketing tool then it is to hire some one to create a fully rendered scene from the ground up for the same purpose.

Post January 9th, 2013, 12:12 pm

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Originally posted by Freddie

Ole isn't a big development company. I highly doubt NL sold more than a couple thousand copies and it's been around and supported since 2001-2002. It's an advanced program for a niche market. He isn't trying to make Call Of Duty here.

People have figured out the program and made some amazing stuff with it. Those who can't...well there's always RCT and I have no problem with that. I'd rather it cater to the few advanced users who are capable of making good stuff than dumb it down for it to be accessible for the masses.

The coaster crazy game is a joke and has nothing to do with NL.


No doubt that Nl users have created some remarkable stuff. My point is that when NL came out it was at a time of coaster game craze. Many games were developed during this time.NL was very advanced compared to most, with the exception of a couple.

When NL first cane out everyone bought it, during this coaster game craze. The problem was that many flat out didn't like it or could not use it. But the numbers (in Ole's case) was good. Now we fast forward to today. People who bought it and didn't like it or could use it, will make sure its not the same thing be for buying it again.

I can sure you that Ole isn't developing NL2 as a hobby...its for the money. But we will see how it sells in March-April.

Post January 9th, 2013, 12:14 pm

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Originally posted by coolbeans326

Originally posted by coasteragent99

NoLimits, used professionally in the industry, is basically a cheaper alternative to hiring people to model and animate coasters from scratch in end modeling/animation programs. It's an alternative to those CGI pov's you see. Of course, it's also been used to present new concepts like the Vekoma Motorbikes or the Unicoaster. The software lacks advanced capabilities for any actual engineering work.

CoasterCrazy (the game app) is irrelevant; it's purely a game with very little aspects of simulation, like RCT. TPS/Hyper Rails just happened to never use it, perhaps due to different UI design philosophies.


Essentially, its cheaper to use NL models as a marketing tool then it is to hire some one to create a fully rendered scene from the ground up for the same purpose.


Essentially its the same thing that NL is, with a few new features and graphics improvement.

Post January 9th, 2013, 1:34 pm

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the problem is you're comparing big company economics to small business economics. they're just not the same. Also I got use NL i a legitimate architecture critique to help proof my concept. I wouldn't be able to use any other game simulation to prove that same point. NL is NOT that difficult to use, it may take time to get something realistic, but difficult to use? never. Its not that difficult to point and click, its ot that difficult to understand the concept of station and lift, and track. Those who find it too difficult are those who just don't take time to read a few sentences
What are these for?

Post January 9th, 2013, 1:50 pm
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Originally posted by CKidd

the problem is you're comparing big company economics to small business economics. they're just not the same. Also I got use NL i a legitimate architecture critique to help proof my concept. I wouldn't be able to use any other game simulation to prove that same point. NL is NOT that difficult to use, it may take time to get something realistic, but difficult to use? never. Its not that difficult to point and click, its ot that difficult to understand the concept of station and lift, and track. Those who find it too difficult are those who just don't take time to read a few sentences


Agree completely here. And lets be honest - half the simulations of real rides you see generally have really crappy trackwork anyway.

I laughed at Farming Simulator being popular due to it being easy to use out the box. I'm almost convinced you're a troll. Clearly its that and the ease of comedy value due to the bugs and unfinished nature that various youtubers have taken advantage of which makes it so 'popular'.
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Post January 9th, 2013, 2:56 pm

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Originally posted by Freddie

Ole isn't a big development company. I highly doubt NL sold more than a couple thousand copies and it's been around and supported since 2001-2002. It's an advanced program for a niche market. He isn't trying to make Call Of Duty here.

People have figured out the program and made some amazing stuff with it. Those who can't...well there's always RCT and I have no problem with that. I'd rather it cater to the few advanced users who are capable of making good stuff than dumb it down for it to be accessible for the masses.

The coaster crazy game is a joke and has nothing to do with NL.


I think you'd be surprised how many copies of Nolimits have been sold over the years. Way more than a couple thousand. Also remember that many who bought before 1.6 also rebought the game when 1.6 came out. It has sold atleast 100k copies and I wouldn't be suprised if it has gotten close to a million.

Post January 9th, 2013, 3:07 pm

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Originally posted by mkingy

Originally posted by CKidd

the problem is you're comparing big company economics to small business economics. they're just not the same. Also I got use NL i a legitimate architecture critique to help proof my concept. I wouldn't be able to use any other game simulation to prove that same point. NL is NOT that difficult to use, it may take time to get something realistic, but difficult to use? never. Its not that difficult to point and click, its ot that difficult to understand the concept of station and lift, and track. Those who find it too difficult are those who just don't take time to read a few sentences


Agree completely here. And lets be honest - half the simulations of real rides you see generally have really crappy trackwork anyway.

I laughed at Farming Simulator being popular due to it being easy to use out the box. I'm almost convinced you're a troll. Clearly its that and the ease of comedy value due to the bugs and unfinished nature that various youtubers have taken advantage of which makes it so 'popular'.


Why do these rides you speak of have " really crappy trackwork"?

Post January 9th, 2013, 3:46 pm
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Originally posted by allen

Originally posted by mkingy

Originally posted by CKidd

the problem is you're comparing big company economics to small business economics. they're just not the same. Also I got use NL i a legitimate architecture critique to help proof my concept. I wouldn't be able to use any other game simulation to prove that same point. NL is NOT that difficult to use, it may take time to get something realistic, but difficult to use? never. Its not that difficult to point and click, its ot that difficult to understand the concept of station and lift, and track. Those who find it too difficult are those who just don't take time to read a few sentences


Agree completely here. And lets be honest - half the simulations of real rides you see generally have really crappy trackwork anyway.

I laughed at Farming Simulator being popular due to it being easy to use out the box. I'm almost convinced you're a troll. Clearly its that and the ease of comedy value due to the bugs and unfinished nature that various youtubers have taken advantage of which makes it so 'popular'.


Why do these rides you speak of have " really crappy trackwork"?


Not sure to be honest, seeing as I don't think they weren even modeled in No Limts...
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Post January 15th, 2013, 1:07 am

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Can owners of NL 1 get it for free as an update? Just curious:-)

Post January 15th, 2013, 1:38 am

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I agree with Allen, it would be cool to have track sections, supports, station options (3D models) in other words everything pre-rendered with the options to modify ect.

Post January 15th, 2013, 3:14 am
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Originally posted by lifeson

Can owners of NL 1 get it for free as an update? Just curious:-)

Nope. NL2 will be separate.

Post January 17th, 2013, 4:39 pm

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I want to cause a massive coaster cars crash in No Limits 2 so that I can then run the horribly rusty dented up and battered coaster trains for my future "Ice In The Booty Jetcoaster."

Post January 17th, 2013, 5:25 pm
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Can't wait to fail tunnel test with the 4th dimension coasters since I'm not used to working with however ungodly wide those trains are.
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Post January 17th, 2013, 10:31 pm
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Originally posted by cool5

I want to cause a massive coaster cars crash in No Limits 2 so that I can then run the horribly rusty dented up and battered coaster trains for my future "Ice In The Booty Jetcoaster."

Yes!!!!

Post January 19th, 2013, 7:57 pm

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still don't like the wire-frame building, but the beta is pretty cool so far. And don't bother asking me for any info.

Post January 20th, 2013, 11:02 pm

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Originally posted by allen

still don't like the wire-frame building, but the beta is pretty cool so far. And don't bother asking me for any info.


Glad you're enjoying the beta. Just curious, when did we declare the software was in beta? That's news to me. Also, who are you?

-Ride_Op

Post January 20th, 2013, 11:44 pm
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Originally posted by Ride_Op

Originally posted by allen

still don't like the wire-frame building, but the beta is pretty cool so far. And don't bother asking me for any info.


Glad you're enjoying the beta. Just curious, when did we declare the software was in beta? That's news to me. Also, who are you?

-Ride_Op
[img]http://i.imgur.com/GXbaocc.gif"[/img]

Post January 20th, 2013, 11:59 pm

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I want to make a "My Chick Bad Looking Like A Bag Of Money" Meisho Jetcoaster that plays this song on the lift.


Post January 21st, 2013, 2:51 am
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Originally posted by RideWarriorNation

Originally posted by Ride_Op

Originally posted by allen

still don't like the wire-frame building, but the beta is pretty cool so far. And don't bother asking me for any info.


Glad you're enjoying the beta. Just curious, when did we declare the software was in beta? That's news to me. Also, who are you?

-Ride_Op
[img]http://i.imgur.com/GXbaocc.gif"[/img]

little homie got balled on hard![lol]

Post January 21st, 2013, 3:40 pm

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Do ya'll think it may be released at least within the second half of this year?

Post January 21st, 2013, 6:24 pm
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I can 100% confirm it will most likely be released when it's done

:D :D :D :D :D :D :D
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