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The one and only NoLimits 2 Topic

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Post December 12th, 2013, 1:37 pm

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I hope it is easier in NL2 to run the coaster with the restraints up for the whole ride. That would be really scary with ejector airtime.

Post December 12th, 2013, 9:47 pm

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Originally posted by TTD03

Phyter, quick question

On this video
http://www.youtube.com/watch?v=72ip81oudVE

In manual block mode, I saw that even though it were in manual block mode, the harnesses and gates were still being controlled automatically by the system.
Will we be able to choose whether or not we want the harnesses and gates to move automatically or manually in manual block mode?

Thanks!


Yes. In that video the station is still set to Auto Dispatch mode. If you set it to manual dispatch mode the station will not perform automatic functions like releasing the harnesses, gates, and platforms.

-Ride_Op

Post December 12th, 2013, 10:02 pm

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So I guess you can open the restraints with manual mode and dispatch the coaster with them up?

Post December 12th, 2013, 10:06 pm

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In full manual mode, yes. Remember there are three modes; Auto, Manual Block, and Full Manual. Manual Block is a semi-auto mode where most track devices are automated upon approach. The station handler is still in automatic when in Manual Block mode. But when you begin in Full Manual mode you control every aspect of the operation of the ride and can dispatch with the restraints up if ~careless~ enough to do so. :)

Post December 12th, 2013, 10:19 pm

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Adding to the above: Stations have their own Auto Dispatch/Manual Dispatch setting that operates independently. In Manual Block Mode, the station can still be set to Automatic Dispatch mode. If so, you get what you see in the video above. If the station is set to Manual Dispatch mode, the train would arrive in the station and wait for you to hit buttons.

In full manual you can do many unrealistic things including manually move trains at a constant slow speed through the layout. This is great for checking clearance envelopes.

-Ride_Op

Post December 12th, 2013, 10:29 pm

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Originally posted by Phyter

and can dispatch with the restraints up if ~careless~ enough to do so. :)

COOL! I wanna do that when I make my death coaster.
Another question: have you ever thought about the potential of experienced scene object makers and scripters using just the No Limits scripting engine and simulator to make their own CGI animations, with actual characters and a plot? Like an actual short film (or if ambitious enough, a feature length film). It seems like it would be possible but I wonder if anyone will actually do anything like that.

Post December 12th, 2013, 10:49 pm

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We have no idea how you guys are going to use the engine but we know it's going to be great. :)

Post December 12th, 2013, 11:49 pm
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OMG Phyter and Ride_Op, you made me so much happier with this new info!
Can't wait for release any longer!
Hopefully, at maximum, only 17 more days to go!

Post December 13th, 2013, 11:18 am

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I just have to say, I have finished my finals for the semester at university. You may now release NoLimits 2, thank you for waiting. :)

Post December 13th, 2013, 12:41 pm

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Does the onboard ride pov camera falls out of the train if it gets ejector airtime or goes through a heartline roll with the restraints up? So it looks like you actually fall out or get thrown out when you are riding with the restraints up?

Post December 13th, 2013, 4:42 pm
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That would be awesome cool5
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Post December 13th, 2013, 4:58 pm

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Originally posted by Phyter

We have no idea how you guys are going to use the engine but we know it's going to be great. :)


Yes because we are super awesome and great like that.

Post December 13th, 2013, 5:49 pm

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Originally posted by cool5

Does the onboard ride pov camera falls out of the train if it gets ejector airtime or goes through a heartline roll with the restraints up? So it looks like you actually fall out or get thrown out when you are riding with the restraints up?

I think someone should script people in the train and dispatch the train with the restraints up, and then during a moment of ejector air script everyone being flung out.

Post December 13th, 2013, 7:09 pm
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Wish I knew enough about scripting and model building to play around with those features! I just went back and watched the video for the led light kit on the the x-car. You guys really are taking "No-Limits" to heart[:D]

Post December 13th, 2013, 7:12 pm
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Originally posted by SkyArrow

Originally posted by cool5

Does the onboard ride pov camera falls out of the train if it gets ejector airtime or goes through a heartline roll with the restraints up? So it looks like you actually fall out or get thrown out when you are riding with the restraints up?

I think someone should script people in the train and dispatch the train with the restraints up, and then during a moment of ejector air script everyone being flung out.


I don't even think it's that hard. Just let the people follow the train path, and the moment you hit negative G's, project a trajectory based on the current speed and direction of the train.
Image

Post December 13th, 2013, 9:49 pm

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^Yeah I actually think it will be very doable with the scripting engine, cool5.

Post December 14th, 2013, 1:02 am
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I can't wait to program a mode called "operator frustration".

Good luck resetting all those trouble lights...
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Post December 14th, 2013, 1:19 am
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Originally posted by Mikey

I can't wait to program a mode called "operator frustration".

Good luck resetting all those trouble lights...

[lol]mikey, this made me laugh so hard
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Post December 15th, 2013, 12:55 am
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I tried to wrestle an official release date from the development team, but they are extremely tight-lipped on the subject. All they promise is that NL2 will be released "very soon".

Post December 15th, 2013, 1:16 am

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Can you make support poles look like shine chrome metal? I would like to have that look for one of my coasters there are not one, but TWO stripper poles with the word "strippers in bright red' behind the poles, in one of the last rooms under the mountain. The poles would look much better if they look like chrome metal. I have the "dance like a stripper song" going in the background of my room.

Post December 15th, 2013, 1:30 am
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Mikey, you think it will be possible to program trouble lights?
I am assuming yes because of how large the possibilities are with scripting but my question is, how?
Only time will tell I guess.

Post December 15th, 2013, 1:32 am
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cool5, you never fail to amaze me with your posts.

Post December 15th, 2013, 3:25 pm
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One can only hope, they said there would be C# based programming. So assuming that they have coded in an object for each event then we should, in theory, be able to cause or simulate a trouble light based on an event or series of events.

However, the question then becomes; What does the MOP look like in the new game? Does it have the ability to display a customer error on an HMI? A text display even. Or does it just have the same basic functions as NL1.

Which by modern standards for operator interfaces, was quite primitive. Even in the 60s we had block indicators, in the early 90s we got text interfaces, and then basic monochrome HMIs. Now we are in full color HMIs, HD HMIs that support moving graphics.

One can only dream I guess... since we can't do it in the game I guess we will just have to resort to doing it in real life.
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Post December 15th, 2013, 3:50 pm
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Could be wrong but I imagine you could even code your own MOP to get it to show exactly what you want it to in the first place?
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Post December 15th, 2013, 6:08 pm

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