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The one and only NoLimits 2 Topic

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Post January 19th, 2014, 7:39 pm
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Originally posted by austinjb555

Here's a B&M Strata concept I'm working on. 450ft drop!


I'm pretty sure the height doesn't count because it's not 400 feet off the ground but only from sea level.

Interesting concept to say the least though.

Post January 19th, 2014, 7:40 pm
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Originally posted by Benji

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.
I have this issue as well
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 19th, 2014, 7:56 pm

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I created my coaster and connected the track into a closed circuit, but when I go to play it won't dispatch. Is there anything I'm missing?

EDIT: I have froze my coaster as well.

Post January 19th, 2014, 8:08 pm
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did you make sure you switched the mode? Is there more than 1 train? How many blocks are on the track?
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 19th, 2014, 9:14 pm

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Originally posted by Turbo

did you make sure you switched the mode? Is there more than 1 train? How many blocks are on the track?

What mode? Like closed circuit and shuttle? And yes I have 2 trains. And I don't know how to find how many blocks there are, I don't really know what they are.

Post January 19th, 2014, 9:24 pm
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Yes those modes. How many brake sections do you have on the ride?
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 19th, 2014, 9:31 pm

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Originally posted by Turbo

Yes those modes. How many brake sections do you have on the ride?

What should the mode be? And I have one transport section (the launch) and one break section that also transports. I also set the coaster to launch out of the station and I have the transport after it as well.

Post January 19th, 2014, 9:35 pm
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1 the ride needs to be in continuous mode
2 you need 2 brake sections. the reason the ride wont launch is because the next block section (brake segment that can stop the train fully) is occupied by another train.
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 19th, 2014, 9:42 pm

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Originally posted by Turbo

1 the ride needs to be in continuous mode
2 you need 2 brake sections. the reason the ride wont launch is because the next block section (brake segment that can stop the train fully) is occupied by another train.

Oh okay, the brakes were my issue. That makes a lot sense now, thanks a bunch!

Post January 19th, 2014, 11:19 pm

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Originally posted by A.S.C.

Originally posted by austinjb555

Here's a B&M Strata concept I'm working on. 450ft drop!


I'm pretty sure the height doesn't count because it's not 400 feet off the ground but only from sea level.

Interesting concept to say the least though.


Actually, it goes from 506 to 44 feet. So that's a 462 foot drop!

Post January 19th, 2014, 11:42 pm

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Originally posted by austinjb555

Originally posted by A.S.C.

Originally posted by austinjb555

Here's a B&M Strata concept I'm working on. 450ft drop!


I'm pretty sure the height doesn't count because it's not 400 feet off the ground but only from sea level.

Interesting concept to say the least though.


Actually, it goes from 506 to 44 feet. So that's a 462 foot drop!



I may be wrong, but I always thought 'drop' was height, from the top of the highest hill, to the bottom in one uninterrupted downhill section. In the picture you posted, it looks like the section after the lift hill goes up and down several times before reaching the bottom. Wouldn't that be a 462 foot elevation change, but not a 462 foot drop?

Post January 20th, 2014, 12:17 am

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I just crashed NL2 for the first time... Basically, this happened: I started a new track (was going to make a woodie)...I got everything set up, and thought I'd jump the gun and go to the auto support generator for preview purposes before I laid down my first vertex. So yea, this happened :)

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Post January 20th, 2014, 12:59 am

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Post January 20th, 2014, 1:32 am
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what do you mean?
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, 3:41 am

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When you use Track view in the editor and right click (remove the cursor), you can scroll back and forth to ride the track. But sometimes, seemingly randomly, it will stop scrolling on the Track view and start scrolling in the alternate view (be it Left, Right, Front, etc.)

Is this a glitch? It happens frequently in the editor.

Post January 20th, 2014, 11:09 am

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Originally posted by Turbo

Originally posted by Benji

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.
I have this issue as well


Somehow I'm "glad" that I'm not the only one.

Has anyone got a clue what might be the cause? I haven't seen anything on the official website about a similar bug or problem they are aware of.

Post January 20th, 2014, 11:10 am
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Originally posted by BoboMunkee

I may be wrong, but I always thought 'drop' was height, from the top of the highest hill, to the bottom in one uninterrupted downhill section. In the picture you posted, it looks like the section after the lift hill goes up and down several times before reaching the bottom. Wouldn't that be a 462 foot elevation change, but not a 462 foot drop?


@This whole quoteception
The way I look at it is the highest point off of the ground, as buildings (coasters too) are generally measured from their highest point off of the ground. Whether or not the elevation change is bigger doesn't effect the height but only effects the drop, if you look at RCDB and park websites they have a listing for the height and the drop both because they're different. In this case I wouldn't consider it a strata just because it's not that high off the ground but the drop very well could be considered 400 feet.

Post January 20th, 2014, 11:20 am

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I think in NL2 there should be a feature to take the heads of riders and switch them with others persons heads. Or be able to virtually eat each others face in a face eating race to do the most damage to each other.

Post January 20th, 2014, 11:58 am

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Originally posted by cool5

I think in NL2 there should be a feature to take the heads of riders and switch them with others persons heads. Or be able to virtually eat each others face in a face eating race to do the most damage to each other.

Let me take your temperature.

Post January 20th, 2014, 5:07 pm

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Now I have another issue. I have two trains and two brake segments, but when the first train stops on the brake run, the train in the station never dispatches. Any suggestions?

Post January 20th, 2014, 5:13 pm

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Originally posted by cooljpeg

Now I have another issue. I have two trains and two brake segments, but when the first train stops on the brake run, the train in the station never dispatches. Any suggestions?


? In automatic mode?

How many blocks are you running? Do you get an error message about the blocks at any point?

Post January 20th, 2014, 5:16 pm

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Originally posted by cooljpeg

Now I have another issue. I have two trains and two brake segments, but when the first train stops on the brake run, the train in the station never dispatches. Any suggestions?


The second train won't dispatch until the first train is past the brake.

The brakes at the station mark a block boundary, I assume you have 1 brake run marking a second block, and it sounds like that is all you have, and that is not enough. Here is why. You can never have 2 trains in the same block at the same time. Train 1 can't enter Block 2, because Train 2 is there, but Train 2, can't leave because train 1 is still in Block 1.

You need 1 more block section than you have trains. The easiest way to do this is to have a brake section just before the train pulls into the station. This is how real coasters are setup for safety, it stops the train from entering the station while another train is there (because that block is full). Add a brake section a little bit before your station, set it to block mode, and all your trains should run.

But remember, you can have 1 less train than you have blocks, or you must have 1 more block than you have trains.

NOTE: Real coasters will always stop at that last brake before the station, whether there is a train in the station or not. If you are going for accuracy, stop the train for 1 second at the last brake, but be sure to add a transport to move it into the station.

Post January 20th, 2014, 5:49 pm

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I do have my breaks before the station. In 'Coaster Properties', Start Block is set to <Automatic>, if that's what you meant by Automatic Mode. This is what I have:

Image

Post January 20th, 2014, 6:04 pm

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Originally posted by cooljpeg

I do have my breaks before the station. In 'Coaster Properties', Start Block is set to <Automatic>, if that's what you meant by Automatic Mode. This is what I have:


Yup, I expected a launch. a Lift is also a block segment thus allowing 2 trains by default with this setup but not a launch.

You need an extra block segment. 2 trains require a minimum of 3 blocks to avoid collision. only one train can occupy a block segment at a time. Are both the brake segments effective blocks? Does the brake stop the train before entering the second block?

I would recommend either building a MCBR (mid coarse brake run) or station dropout with a block brake before the launch or splitting the brake segment into 2 pieces (looks like you did this) but ensuring the first section can stop the train effectively without pushing the force too high. Block segments needs to be longer than the trains.

It's pretty obvious if you think about it. Imagine the train on the block brake get's stuck due to numerous realistic reasons... The launched train wouldn't be able to stop before smashing into the stuck train.

Post January 20th, 2014, 6:52 pm

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Ohh alright, I'll give it another try. Thanks for the help!

EDIT: I added a brake segment to stall the coaster for a few seconds before the launch and it works just fine. Thanks again!

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