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The one and only NoLimits 2 Topic

All discussion relation to NoLimits Coaster 2 should be posted here. Purchase NoLimits Coaster from this page: nolimits-coaster-2-purchase-and-upgrade-links-t32524.html

Post December 16th, 2013, 7:58 pm
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Originally posted by SauronHimself
Hey now. I resemble that remark!


[r][r][r][r][r][r][r][r][r][r][r][r][r][r][r][r][r][r]
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Post December 17th, 2013, 9:38 pm
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Phyter,
I know for me at least, this was an issue in NL1.
People would build multiple station coasters and you would only have manual control of one.
And more often than not, the manual controls were for the station that I did not want to control.
Will we be able to choose what station we want to control for manual dispatch or is it going to be the same as NL1?

Thanks!

Post December 18th, 2013, 12:48 am
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I had a question for the developers....How will NL2 import supports from NL1 coasters? Will it make any changes?

Post December 18th, 2013, 1:19 am

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Each station can be set to Automatic or Manual Dispatch. You can use the on-screen virtual panel to control either station when in Manual Dispatch mode. The hot-keys will control the one you have set to manual mode.

NL2 will import the supports exactly as they appear in NL1, with perhaps some changes if there is a difference in terrain and other differences if the track connector is different. If you import the NL1 terrain you shouldn't see any differences.

-Ride_Op

Post December 18th, 2013, 1:23 am

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@TTD On a dueling coaster where the stations are synched, you don't actually select which station you control. Rather all controls for all stations appear on the same panel and you simply select which trains or devices you want to dispatch or enable. It's very easy but keep in mind the control panel can get very busy. Manually operating a dueling station smoothly? Maybe 'Fast Fingers' McGraw can do it, but I can't! :)

@Goku NoLimits 2 will import .nltrack and .nlelem files along with their supports completely seamlessly. But if you have an NL1 file with scenery objects in it, those will have to be imported separately.

Post December 18th, 2013, 1:48 am
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Originally posted by Phyter

@TTD On a dueling coaster where the stations are synched, you don't actually select which station you control. Rather all controls for all stations appear on the same panel and you simply select which trains or devices you want to dispatch or enable. It's very easy but keep in mind the control panel can get very busy. Manually operating a dueling station smoothly? Maybe 'Fast Fingers' McGraw can do it, but I can't! :)

@Goku NoLimits 2 will import .nltrack and .nlelem files along with their supports completely seamlessly. But if you have an NL1 file with scenery objects in it, those will have to be imported separately.


Judging by what you and ride-op said, the only thing that will change is the track connector. Right? So flanges and etc are up to us.

Another thing is there a slider for support thickness or are the sizes predetermined like NL1? If we could make supports based on the coasters height automatically, that would be awesome!

Post December 18th, 2013, 1:53 am

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We have a dedicated flange node now, which is actually just the beam node with the 'Flange' option set. Simply creating a beam won't create the flanges for you automagically but you no longer have to struggle with placing scenery objects. Just click a node onto the beam.

Full custom support dimensions are now supported. Prefabs can also be reduced (or "Atomized") to editable beams and nodes so that individual beams can be customized or moved.

Post December 18th, 2013, 1:58 am
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You're just making this sound more and more awesome....It's going to be ridiculously easy to move my current rides over. Since my latest project is almost done, I might be able to port it straight to NL2.

Post December 18th, 2013, 2:01 am

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Some trains have received enhancements to fix some scale issues. Intamin Hyper, Arrow Corkscrew, GCI, Morgan, SLC, and Invertigo trains have all received some changes to their size. These trains will typically be longer than they used to be, so this may require some slight layout changes.

-Ride_Op

Post December 18th, 2013, 2:08 am

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Will the brakes clamp on all car brake fins, and not just the front car like in NL1? I really hope so.

Post December 18th, 2013, 4:32 am
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And LIMs^ I've been hoping the same thing
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Post December 18th, 2013, 3:09 pm

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Are all coaster cars physics improved and the spinning cars physics improved also?

Post December 18th, 2013, 6:31 pm
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Can we "snap" free nodes to a tube so if we drag them in any view they move along that tube only? I would love this feature because it can e tricky making everything line up in NL1.

Post December 18th, 2013, 9:35 pm

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We now have a special "Beam Node" that does exactly what you're thinking, Goku. Beam nodes also have a property that can be set for it to appear as a flange on the beam.

Post December 18th, 2013, 10:09 pm
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Originally posted by Phyter

We now have a special "Beam Node" that does exactly what you're thinking, Goku. Beam nodes also have a property that can be set for it to appear as a flange on the beam.


Finally. Thank Spaghetti Monster for this!

Post December 18th, 2013, 10:23 pm

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Have you ever noticed how we see His form everywhere?
Image

I tell you it's a miracle! May His noodlely appendage fill your heart with love and your stomach with a bottomless pasta plate. Ramen. :D

(Disclaimer: My personal yet intentionally ironic and socially poignant religious beliefs in no way represent that of the NoLimits Development Team or its affiliates.)

Post December 18th, 2013, 10:46 pm

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Originally posted by Phyter



I tell you it's a miracle! May His noodlely appendage fill your heart with love and your stomach with a bottomless pasta plate. Ramen. :D



I love you now more than ever.
Originally posted by GerstlCrazy
Cool! The name is Fly Over Rainforest?
I was under the impression the name was Green Coaster Goes Fast Goes High Has Clockwise Loop Has Straight Upside Down Four Seats Two On Each Side Fast Coaster?

Post December 19th, 2013, 6:08 am
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Originally posted by Phyter


I tell you it's a miracle! May His noodlely appendage fill your heart with love and your stomach with a bottomless pasta plate. Ramen. :D

(Disclaimer: My personal yet intentionally ironic and socially poignant religious beliefs in no way represent that of the NoLimits Development Team or its affiliates.)


Come, Holy Sauce, Creator blest, and, in our pasta, give us thy rest.
Bolognese be upon Him.

Post December 19th, 2013, 8:10 am
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It seems that everybody forgot about the most important feature; Will we still be able to import RCT1-tracks?
Image

Post December 19th, 2013, 10:05 am
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Shame this game isn't more well known, because the NL2 dev team has done the polar opposite as what the world was "treated" to with the launch of SimCity 5. I'm glad my computer is too crap to run that game, otherwise I would have bought it and killed something.

To be fair I think the neutered and raped version of bought out Maxis has done their best to patch it, but you get my drift.
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Post December 19th, 2013, 10:54 am
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Originally posted by Coasterkidmwm

Shame this game isn't more well known, because the NL2 dev team has done the polar opposite as what the world was "treated" to with the launch of SimCity 5. I'm glad my computer is too crap to run that game, otherwise I would have bought it and killed something.

To be fair I think the neutered and raped version of bought out Maxis has done their best to patch it, but you get my drift.


Yeah, I believe as a NL user it was reported we'd get a discount - I certainly intend to not claim said discount (if that's true) to show my support for how they've gone about developing this with the customer(s) at heart.
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Post December 19th, 2013, 12:27 pm
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Originally posted by hyyyper

It seems that everybody forgot about the most important feature; Will we still be able to import RCT1-tracks?

I'm not too familiar with the RCT track importing since I only have RCT3.
But I would assume if the feature is not included, you could use NL1 to import the RCT tracks, save as a .nltrack file, and then import into NL2.
That's how I would do it.

Post December 19th, 2013, 2:26 pm

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Yeah I may just buy the professional license even though I won't use most of the features just because they deserve the money.

Post December 19th, 2013, 5:45 pm
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Originally posted by hyyyper

It seems that everybody forgot about the most important feature; Will we still be able to import RCT1-tracks?

I sense some sarcasm.


Anyhow: Soon....
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Post December 19th, 2013, 7:14 pm

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I noticed in the video that some of the segments were pretty long. Will it be easy to make tracks smooth with less segments?
What are these for?

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