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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 19th, 2013, 7:14 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?
Come on bro, have some faith, they must be stepping up their game to import RCT2 tracks. It's a brave new world
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Post December 19th, 2013, 7:16 pm

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Originally posted by CKidd

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

Pretty sure it will be.

Post December 19th, 2013, 9:27 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?


You'll still have to run it through AHG four times before it's presentable anyway.

Post December 19th, 2013, 10:15 pm

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@CKidd The NURBS splines used in NoLimits 2 are inherently smoother than the Bezier curves we were using before. Fewer control points often result in a smoother curve, believe it or not. Also you probably noticed the "Depumping Tool" in the preview video, it does a pretty amazing job. Combined with the G-Force and Radius combs you can begin to approach FVD quality with hand-built track, no joke, though FVD will always have an edge.

Post December 19th, 2013, 10:33 pm

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Originally posted by Phyter

@CKidd The NURBS splines used in NoLimits 2 are inherently smoother than the Bezier curves we were using before. Fewer control points often result in a smoother curve, believe it or not. Also you probably noticed the "Depumping Tool" in the preview video, it does a pretty amazing job. Combined with the G-Force and Radius combs you can begin to approach FVD quality with hand-built track, no joke, though FVD will always have an edge.

If one can approach FVD quality with hand-built track, then wouldn't having an FVD tool be redundant?
Won't people have to rethink how to rate No Limits 2 tracks now, since there will likely be a lot more smooth tracks coming out? In fact, I'm not even sure if smoothness should be mentioned anymore.
I think also, with the addition of so many new features, some of the hardcore users will be left wondering "where's the satisfaction if more and more people are making awesome tracks?" I guess one good thing about the myriad of smoothing tools is less people feeling like they are at a disadvantage because of the lack of tools designed for their operating system (once the Mac version is released).

Post December 19th, 2013, 10:46 pm

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As you said yourself, it's not all about smoothness SkyArrow...what's the point of a smooth track showing no control? Of course that's better than a rough track with no control, but there will always be a skill gap based on what one does with the tools they're given. If it's easy to have a smooth track, one may consider the quality of force transitions, the number of track shaping details, the complexity (or simplicity) of the layout, etc. Most people don't put much thought into their design. Really think through what you're doing and why, and you will have a good shot at making your ride stand out even if everyone else's coaster is just as smooth :)

Post December 20th, 2013, 12:03 am
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Ive seen plenty of rides designed in FVD that i found dull and uninteresting. Even technically flawless tracks aren't necessarily without flaws. With that said this will be an amazing tool to help a lot of people get back into designing. One reason I stopped was because all I started seeing were the flaws in my design and the learning curb for tools like FVD was steeper then I was willing to invest my time into. I honestly just liked to tinker around with designs.

Post December 20th, 2013, 12:12 am

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I personally like the idea, now we can stop worrying about smoothness and start thinking more about creativity!
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Post December 20th, 2013, 12:40 am

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Some people like hand building. Some people like math building (Newton, FDV++, Elementary, etc). Many people learned math building after seeing how smooth the results are. In NoLimits 2 we've changed the building method so hand builders do not have such a disadvantage. In NoLimits 2 you'll have a hard time figuring out if you are looking at a well made math-built coaster or a well made hand-built coaster!

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Post December 20th, 2013, 1:00 am

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Like most of you already said, we can now concentrate more on creativity instead of a few minor pumps here and there. My favorite roller coaster designer was Herbert Schmeck of the Philadelphia Toboggan Company. He designed the Shooting Star at Coney Island in Cincinnati, Ohio, the Wild Cat at Lakeside Park, Dayton, Ohio and also the Cannonball at Canobie Lake Park and many others. A good designer can make a ride seem faster than it really is and throw in some surprise elements that can take your breath away.
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Post December 20th, 2013, 2:04 am
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Originally posted by dcs221

blah blah blah [this was good text and not an insult] blah blah blah. Also add 90000 3ds objects


fix'd
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Post December 20th, 2013, 2:50 am

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I don't think having a very universal and simple method for smoothing track will make good tracks harder to distinguish from bad tracks.

Take RCT3 for example- all of the trackwork is of the same quality, but there are still tracks/parks that are monumentally greater than most other tracks/parks. It's about the entire experience, layout, etc. In short, it will still be obvious who the noobs are in comparison to the vets.

Also, being able to upload entire parks/multiple tracks in one will introduce new dimensions to the rating system.

Post December 20th, 2013, 3:16 am

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May I ask, if I have a coaster I want to showcase (just like I would in NL1 where the experience is built around 1 ride), and other background rides and coasters I don't want ridden, might I go about locking them or something along those lines? I don't think everyone will want to spend years going all out on an entire park if they just want to showcase one primary design. How will that work?

Post December 20th, 2013, 9:39 am

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Originally posted by dcs221

As you said yourself, it's not all about smoothness SkyArrow...what's the point of a smooth track showing no control? Of course that's better than a rough track with no control, but there will always be a skill gap based on what one does with the tools they're given. If it's easy to have a smooth track, one may consider the quality of force transitions, the number of track shaping details, the complexity (or simplicity) of the layout, etc. Most people don't put much thought into their design. Really think through what you're doing and why, and you will have a good shot at making your ride stand out even if everyone else's coaster is just as smooth :)


Smoothness was only the first indication that the person who built it knew what he/she was doing. A pumpy track can be immediately noticed along the bezier nodes. Smoothing coaster track by hand isn't as complex as many think and many praise the tool designers for it. In actual fact building a track using tools can create even more scary jerks if you use linear transitions etc... AHG shouldn't be used as a smoothing tool cause in most cases it will amplify the jerk if you're using it the right way.

The main and should be the only reason for some members building with formula tools is because of the accuracy in building in time zones and controlling roll speeds and forces. The resulting track coming from the equation is precise to what you want it to be. Meaning that the forces are controlled ahead of time in the calculation rather than adding track and seeing "Oh it hits 5 G's lets make it a bit bigger" The tools are not there to assist with building smoother designs, it's there to assist with making you feel like an actual engineer by showing proper results.

I'll try out the spline method cause it looks like the editor is giving pretty accurate force presentations which might be the most useful aspect of NL2. If those blue, green and red graph bars is what I assume it is...

Post December 20th, 2013, 10:54 am
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Originally posted by dcs221

May I ask, if I have a coaster I want to showcase (just like I would in NL1 where the experience is built around 1 ride), and other background rides and coasters I don't want ridden, might I go about locking them or something along those lines? I don't think everyone will want to spend years going all out on an entire park if they just want to showcase one primary design. How will that work?

i would like to know this as well
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Post December 20th, 2013, 11:30 am

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Originally posted by dcs221

May I ask, if I have a coaster I want to showcase (just like I would in NL1 where the experience is built around 1 ride), and other background rides and coasters I don't want ridden, might I go about locking them or something along those lines? I don't think everyone will want to spend years going all out on an entire park if they just want to showcase one primary design. How will that work?


You have the option to set the initial position of the first person view in the simulator. You can for example set it to be seated in a specific coaster when the sim starts up. You can also create a splash screen for your park and draw attention to whatever feature you want.

Post December 20th, 2013, 4:02 pm
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Can we export nl2 tracks into schematics for pasting into Minecraft? [lol]
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Post December 20th, 2013, 5:12 pm
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i think not
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Post December 21st, 2013, 11:11 am
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NoLimits2 is awesome [:D]
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Post December 21st, 2013, 12:12 pm

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Originally posted by Dirk_Ermen

NoLimits2 is awesome [:D]


What? Who, what, where?

Post December 21st, 2013, 12:45 pm
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Originally posted by dj-dj

Originally posted by Dirk_Ermen

NoLimits2 is awesome [:D]


What? Who, what, where?


See VIP forum and, indeed it is [:)]
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Post December 21st, 2013, 1:10 pm

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Originally posted by Oscar


See VIP forum and, indeed it is [:)]

The only part of the VIP forum I (or any non-VIP) can see right now is the beginning of the title of the last topic posted, which mentions No Limits 2.

Post December 21st, 2013, 1:31 pm

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Looks like the thread is called 'NoLimits Coaster 2 - Early Access Secured For VIP'. This seems a little unfair to keep all the die hard fans waiting while a privileged few get early access [flush]

The wait continues from 2003...

Post December 21st, 2013, 2:17 pm

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Post December 21st, 2013, 4:35 pm

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Guess pleasuring Oscar all these years has finally paid off for the VIPs.
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