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NL2 Issues/Wants/Bug Reporting For Future Updates

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Post January 18th, 2014, 1:17 pm
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Originally posted by cool5

Can you make the time for the switch 0.000000000000000000000000000000000000000001 seconds? To make the track transfer at a few million MPH?


Go ahead and try it. Make a video when you've done it!
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Post January 18th, 2014, 2:24 pm

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The Only new rides I would like would be b&m and intamin Wing Coasters and Togo, Chance, S&S and the new version of Premier Rides Coasters Like Full Throttle or The Superman Ride

I really hope they fix the texture error for B&M rides.

Post January 18th, 2014, 7:11 pm

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Originally posted by Dirk_Ermen

Originally posted by Casper

^^ What does that acomplish having it banked on its side dirk?

But that gives me an idea, Vertical transfer tracks and vertical forks/merges ie..
\___
/


Above here the transfer track is now 90????????? tilted sideways. Making it a vertical movement. If I could change the banking from the transfer track, I would put the trains back in upright positioning, so the transfer track actually becomes a drop track.

Other ways would be like tilting the transfer at 45?????????. So I could tranfer trains sideways down to a lower level.

Edit:
Currently still uploading but a small video demonstration is here:
[youtube]B099_9qeFUI[/youtube]

Time for the switch on the track is 0,5 sec if anyone wants to know. [:)]


Ah right, thats what i meant when i said "Vertical transfer tracks" , which is what you mean with the video above but banked
Rarwh

Post January 18th, 2014, 8:03 pm

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i want an option to add trenchs instead of full on tunnels, like montu for example

Post January 18th, 2014, 8:08 pm
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Originally posted by Oscar

Originally posted by LuckyK

Want for this site: A script bank for those that aren't code savvy.

Can we get more responses to this particular one? It's easy to add, just want to check on the particular interest.


A script bank would be a fantastic addition for those (myself included) who cannot script. When uploading to the script bank, uploaders should be recommended/required to add in the description of what needs to be changed so that the script will work with other coasters and parks.

Post January 18th, 2014, 8:09 pm
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you can do that, it just takes a bit more time with the terraforming (from 30 seconds [normal terraforming tunnel] to 1-2 minutes [a good trench])
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 18th, 2014, 8:22 pm
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Post January 18th, 2014, 9:58 pm
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^ Yes please
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 18th, 2014, 10:24 pm

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Post January 19th, 2014, 7:39 pm
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Ability to make caves while terraforming. Ability to make hills that go beyond 90*

For stations: Ability to change roof color (possibly texture as well), brick color (and possibly texture too) and light color all in editor
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 20th, 2014, 6:26 pm

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Want: Testing Mode. Same as standard (complete circuit) mode but all blocks are green all the time. The workaround of using shuttle mode does not work with many options, such as dive-coaster hold lifts.

Post January 20th, 2014, 9:54 pm

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The ability to have the station pass setting be a counter but not per train. This would give the ability to have quad loading stations like Kingda Ka and sequential stations like top thrill dragster. Set each station to one pass and that would make the train that starts in the back bypass the first station and the train that starts in front bypass the second station after completing the circuit.

Also the ability to disable switch tracks and also have them work on a counter, AKA every two passes switch positions etc.
Image

Post January 20th, 2014, 10:50 pm

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Originally posted by blackhand1001

The ability to have the station pass setting be a counter but not per train. This would give the ability to have quad loading stations like Kingda Ka and sequential stations like top thrill dragster. Set each station to one pass and that would make the train that starts in the back bypass the first station and the train that starts in front bypass the second station after completing the circuit.


This might be possible through scripting.

Post January 20th, 2014, 11:18 pm

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Originally posted by TylerE

Want: Testing Mode. Same as standard (complete circuit) mode but all blocks are green all the time. The workaround of using shuttle mode does not work with many options, such as dive-coaster hold lifts.


This.

Also:
-Hot Keys for the Editor (particularly for switching tools in the Track tab), maybe a Key + Scroll kinda thing.
-Reset hot key for the Sim
-Custom preset positions for the various windows in both Sim and Editor. Getting real tired of each window popping up in the same spot in the middle of the screen each time.

Post January 22nd, 2014, 6:48 am

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I'm pretty sure I will get a lot of "flack" for this, but, I would like the exporting to be converted back to .wmv, since the program, as of current, is only available for PC, it doesn't make sense to export as a .mov file(quicktime). i am also interested in a vertical transport. If anyone is able to come up with the scripting for it, please pm me or sticky it in the forums,

thanks,

Adam aka spacemountainfan619 aka Arrowspace Rides.
"if you found your laughin' place, how come you ain't laughin'."https://www.facebook.com/calicoaster1/

Post January 22nd, 2014, 10:02 am

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My list:
-Being able to turn off messages in the simulator. Kinda annoying when I have to pause the ride just to click the X button whenever testing.
-Being able to test even in wireframe mode. Might make testing shuttle coasters and dueling coasters a whole lot easier.
-Sometimes it takes a few tries just to select/move/add roll nodes or track vertices so I have to turn off some displays just to select something.

Post January 22nd, 2014, 11:07 am

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SkyArrow, press the [~] key below the [Esc] key, and it will toggle the messages window. You can close out of it within .1 second without having to use the mouse.

Post January 22nd, 2014, 11:16 am

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Originally posted by SkyArrow

My list:
-Being able to turn off messages in the simulator. Kinda annoying when I have to pause the ride just to click the X button whenever testing.


You don't have to pause, right click anywhere in the window to bring up the mouse pointer, then close the message window, then right click again to control the camera with your mouse again. (I'd rather it defaulted to mouse control and you have to right click to use camera, but that's just me) EDIT: Ninja'd with a better solution, by tiepilot.


My Want:
I'd like a new function for the scripting API. Something like getCoasterInfo(coasterName) - returns a collection object with the name and type of all blocks on the coaster.

It wouldn't quite make scripts plug-n-play, but it would allow us to make them a little more abstract and robust so there was less work required to adapt them to different coasters.

Post January 22nd, 2014, 1:42 pm

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My computer will get upgraded with 4 more Gigs of memory when it comes back from the shop. That should help NL2 run better? The computer guys also said I could save up and get a 1,000 dollar or so gaming computer in the future if I wanted to. Should I eventually do this last option?

Post January 22nd, 2014, 1:50 pm

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Originally posted by tiepilot35

SkyArrow, press the [~] key below the [Esc] key, and it will toggle the messages window. You can close out of it within .1 second without having to use the mouse.

I meant being able to not even have them come up in the first place.

Post January 22nd, 2014, 3:25 pm

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Is 8 Gigs of ram enough for NL2 to run at max settings?

Post January 22nd, 2014, 3:32 pm
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Depends on your system and what ride or park you're viewing. I run at full and lag on higher quality parks
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post January 22nd, 2014, 5:30 pm

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Would a 1,000 dollar gaming computer help with the lag of big parks in NL2?

Post January 22nd, 2014, 9:45 pm

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Post January 23rd, 2014, 3:32 am

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so, is the wood magic going to get fixed soon, i can't have a second coaster inter mixed with m wood coaster if the wood keeps not detecting the other coaster :(

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