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Post January 17th, 2014, 1:19 am
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What if it's right and you don't understand that they're not free swinging?
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Post January 17th, 2014, 2:54 am

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It's not right. All you gotta do is recreate one of the real rides and you'll see

Post January 17th, 2014, 8:01 am

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Post January 17th, 2014, 8:41 am

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Post January 17th, 2014, 11:33 am
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Originally posted by barone

Well,here my data

Processor:Intel Core Qua CPU 2.33Ghz (4 cpus)
Memory:3330 MB
DirectX version:DirectX 11
Video card:Nvidia Geforce 9300
Integrated RAMDAC
Memory:1266 MB

I thought they were recommended requirements but it's really jumpy.
Maybe something wrong with the video setting...any advice?


Your video card sucks.

Post January 17th, 2014, 3:08 pm

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Originally posted by Coasterkidmwm

What if it's right and you don't understand that they're not free swinging?


It is not right and they are supposed to swing freely.

Post January 17th, 2014, 4:05 pm
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I don't see why they'd bother to attach things that look like car shocks to all of the trains if they swing freely. The old Arrow trains have them, the Vekoma ripoff trains have them, and the brand spanking new Vekoma suspended trains they put on the thing at Bobbejaanland land have two shocks for two riders as opposed to four on the older four rider trains. If you really want to get technical on "generations" of Arrow suspended trains, the XLR-8 trains at Astroworld have the shocks too. I seriously doubt they allow free swinging, especially since in the attached picture below there is a varying amount of "silver" showing depending on how much the trains have kicked out, so the shocks are probably dampening the swinging.

Not having a free swinging train must be an integral part of the system, especially since the trains seem to stop swinging after hitting the brakes on POV's pretty quickly (when no lower guide rail is present). The one that seems to swing the most is that Eagle's Fortress thing on TPR's mounted POV. Even when looking at that video the banking isn't beyond 45 degrees much, and the banking completely lacks any rigidity.

Vortex POV:
https://www.youtube.com/watch?v=p-_tiba55jc

I'm just saying the swinging motion may be more correct than you think, and you need to consider how the shocks respond to abrupt unbankings and such. From all the POV's I've seen the banking is pretty fluid and not super exact on the suspendeds. When you abruptly bank from 60 degrees to 0, go straight for 50ft, and then bank abruptly in the opposite direction the trains are probably responding oddly to that.

I'm not saying the trains are perfect in NL2, it's just that I think you guys need to take some things into consideration instead of immediately blaming all of your problems on the game before you blame yourself. The NL trains probably swing a bit too freely, but once again when you guys make transitions and bankings that don't exist in the real world and then compare it to the real world you're going to have issues.

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Post January 17th, 2014, 5:15 pm

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Originally posted by GerstlCrazy

Originally posted by Coasterkidmwm

What if it's right and you don't understand that they're not free swinging?

It is not right and they are supposed to swing freely.

CK was saying that you probably forgot to add a Trigger Node to enable swinging...

Post January 17th, 2014, 6:31 pm
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I haven't tried anything with the suspended yet, but what happens when you let a train crawl through a turn banked 80 degrees? Or if you let a train take an unbanked turn at a very high speed?
Image

Post January 17th, 2014, 6:56 pm

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No, the damping of the swing is much gentler than on real Arrow suspendeds, closer to the Vekoma's recent family suspendeds (like Kvasten) than it is to Arrow suspended's.
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Originally posted by richie5126
T: all newtons on this site are smooth so this must be high.

Post January 17th, 2014, 8:28 pm

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I want someone to make me a huge Japanese 3ds animated ridable Ferris wheel that turns at a speed of 0.6 MPH so that you can board the round cars as they are slowly moving by the loading platform. Like this.





Post January 17th, 2014, 8:30 pm

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Post January 17th, 2014, 8:57 pm

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Originally posted by GerstlCrazy

Does anybody else notice how odd the suspended swinging physics engine is? It is just not quite right, and I can't get it to swing realistically anywhere. It seems like it doesn't really calculate banking or straight section transitions accurately.


Try making a track that is completely unbanked and notice how perfect the physics are... yep. The banking on real arrows has the sole purpose of lessening the stress on the bogeys and side friction wheels and has basically no effect on the swinging. They are there to provide only enough force control the swinging when it hits the brakes or isn't moving quickly.

Post January 17th, 2014, 9:07 pm

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I should really try making a whole NL2 coaster with these -46 diopter glasses on when I get them soon.

Image

I think a ultimate fail is guaranteed in the books!

Post January 18th, 2014, 1:26 am

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Originally posted by barone

Click to open image


Dude this looks incredible.


Originally posted by AJClarke0912


CK was saying that you probably forgot to add a Trigger Node to enable swinging...


Lol that's not what he's saying. I have the proper triggers.

Originally posted by Coasterkidmwm

I don't see why they'd bother to attach things that look like car shocks to all of the trains if they swing freely. The old Arrow trains have them, the Vekoma ripoff trains have them, and the brand spanking new Vekoma suspended trains they put on the thing at Bobbejaanland land have two shocks for two riders as opposed to four on the older four rider trains. If you really want to get technical on "generations" of Arrow suspended trains, the XLR-8 trains at Astroworld have the shocks too. I seriously doubt they allow free swinging, especially since in the attached picture below there is a varying amount of "silver" showing depending on how much the trains have kicked out, so the shocks are probably dampening the swinging.


I promise that you don't need to school me on the operations of an Arrow suspended. They have been one of my most coveted coaster-types for many years; I love and obsess over all of their variations of intense and gentle layouts. I am familiar with exactly how the trains behave during whichever transition they're coursing through. The track I have assembled follows the Arrow norm, but the trains traverse with a completely abnormal swinging pattern. Did you even try to create a realistic Arrow suspended track and run it through before you assumed that I simply didn't know the behavior of the swing? I can assure you that I do, and that the "oddity" that I'm referring to fully considers that behavior. The shocks really don't seem to be a factor in the odd actions of the swinging engine.

Originally posted by Kyle Sloane

Try making a track that is completely unbanked and notice how perfect the physics are... yep.


Nailed it haha. That is so flawed... The track must be banked!

Post January 18th, 2014, 2:21 am
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Originally posted by GerstlCrazy
It is not right and they are supposed to swing freely.



Originally posted by GerstlCrazy
I am familiar with exactly how the trains behave during whichever transition they're coursing through.



You planning on a career in politics as a Tea Party candidate?
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Post January 18th, 2014, 7:01 pm

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DUDES have you tried hitting S and W while in target camera mode in the sim?? Awesome field of view changing for screenshots and such.

Post January 18th, 2014, 7:12 pm
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Yea, I figured that out 3 days ago.
Really cool feature.

Post January 18th, 2014, 7:13 pm

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Originally posted by RollerCoaster1234

guys they just made railroad track set for nl2 by DasMatze http://www.customscenerydepot.com/


Dude, you like Cities in Motion?
Rarwh

Post January 18th, 2014, 8:02 pm

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we need a new tunnel option added

TRenchs or something so we can do montu or some trench coaster without full on tunnels

Post January 19th, 2014, 12:08 am

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Originally posted by highthrills2

we need a new tunnel option added

TRenchs or something so we can do montu or some trench coaster without full on tunnels


Yes please. There so many track styles, editor is great, graphics are good, but yes trenches please number 1 priority.
[19:34:14] RideWarriorNation: jim
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Post January 19th, 2014, 2:16 am

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What will I do now about my Yeah I Love The Strippers Pinfari Coaster since I have no clue what do do with the new catwalk beam nodes in NL2? I wish I could use the old method of stretching the catwalks.

Post January 19th, 2014, 3:39 pm

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When operating a ride with dual stations is it possible to disable one and only use one. The only way I have found to do this is to park a train in the on you don't want to use.

Post January 19th, 2014, 4:09 pm

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Post January 19th, 2014, 4:24 pm

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Is anyone else having a sound problem in the simulator?
When I'm using my headphones and a train is passing by the sound doesn't go smoothly from the left to the right ear, but it changes instantly.
Same thing with the sound of a lifthill or brakes; Depending on which side you're sitting on you can only hear it left or right.

This doesn't occur with any other game and my drivers are up-to-date.

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