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The one and only NoLimits 2 Topic

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Post January 20th, 2014, 7:00 pm

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I've been struggling to see why it didn't work, assuming both brake sections are block separators you have enough blocks to make it work. (Maybe not safely, but it should at least launch the train.

Finally, I see why it doesn't work. You have 1 brake section in 2 parts, but you didn't completely split the brake run into 2 separate parts. You are using 3 section separators so the end of one section is the same as the beginning of the next. There is no block segment between them. Add another section separator and it will work (provided the first brake section can safely stop the train). Even if they bump against each other, both brake sections need their own beginning and end section separator to have block between them.

You have:
| brake | brake |

You need:
| brake | | brake |

Post January 20th, 2014, 7:28 pm
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I've not ever had to have the part in between
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Post January 20th, 2014, 8:15 pm
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Do we have an official Bug topic that we can report bugs to that don't crash the simulator?
I realize we have the "NL2 Issues and Wants For Future Updates" thread, but that has wants and bugs.

Post January 20th, 2014, 8:38 pm

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Originally posted by Turbo

I've not ever had to have the part in between


You are right, just played around to see it in action and was able to make it work. It appears the problem was his train extended past the border and existed in two blocks at the same time. I think longer brake zones with braking farther into the zone would fix it in that configuration. I still prefer to have a gap so there is a physical separation between stopping zones, but that's just personal preference now.

He's fixed it now, but I like to see why I'm wrong so I understand how it works better. That's just me.

Post January 22nd, 2014, 11:16 pm
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This question is for Phyter or Ride_Op (or anyone really with the insight) but why is it that the Kumba and Hydra recreations are identified as such but the coasters Flying Beast (Tatsu) and Arrow Park (X & Viper) aren't identified by the names of their real life counter parts?

Post January 22nd, 2014, 11:39 pm
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I'm guessing they got permission to post the names in Kumba and Hydra but SF either didn't respond or was against putting the names into NL2.

Post January 23rd, 2014, 12:12 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 :(

Post January 23rd, 2014, 1:48 am
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highthrills2, did you post that in the other topic
http://www.coastercrazy.com/forum/topic ... uCthxAo670

That's a bug that needs to be fixed.

Post January 24th, 2014, 5:54 am

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Post January 24th, 2014, 9:27 am
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Remember RCT2 with corporate sponsorship still couldn't use the Batman and Superman rides in the park recreations, except when S:TE was "Escape" instead
"Careful man, there's a beverage here!"

Post January 26th, 2014, 11:48 pm

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I was looking through the class overview and I don't see anything, but I'm wondering if there's a way to add a trigger to a track, and once that happens, and certain selected lights (such as in the station) have their spot distances and/or intensities increase and decrease, as to make it look like a power failure, or even something glowing. For right now I don't think this is possible. Any input?

EDIT: Or even would ALTPAC be an option here?

Post January 26th, 2014, 11:53 pm

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Originally posted by highthrills2

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 :(


Stop being lazy and delete the supports where your other ride goes through.

Post January 26th, 2014, 11:54 pm

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Originally posted by austinjb555

I was looking through the class overview and I don't see anything, but I'm wondering if there's a way to add a trigger to a track, and once that happens, and certain selected lights (such as in the station) have their spot distances and/or intensities increase and decrease, as to make it look like a power failure, or even something glowing. For right now I don't think this is possible. Any input?


You can turn them on and off, that's about it. You can do other things to them of course, but turning them on and off is the only thing that is close to what you are looking for.

Post January 27th, 2014, 3:03 pm

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I got this error just now with the wooden supports.

Image Insert:
Image
762.45 KB

I have a lot of custom lateral bracing put in. It does not seem to affect the supports at all.

Post January 27th, 2014, 5:49 pm
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I'm going to be building a new ride from scratch on my twitch channel in 10 minutes if anyone would like to come hang out and watch me make a new monstrocity

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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 27th, 2014, 6:39 pm

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When I download a 3ds file and import it into NL2, it loses it's skin and I get just the object in black or grey without skin. What can I do to fix it?

Post January 27th, 2014, 11:26 pm
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Originally posted by Boelie91

When I download a 3ds file and import it into NL2, it loses it's skin and I get just the object in black or grey without skin. What can I do to fix it?

I'd suggest asking this question again in this forum.
You will probably get more responses there.

http://www.coastercrazy.com/forum/forum ... ucjuxAo670

Post January 28th, 2014, 1:52 am

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Post February 1st, 2014, 2:50 am

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where can I find a list of what they changed/fixed?
Plantoris

Post February 1st, 2014, 12:42 pm
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plantoris, on the main menu in the game, click on Help, then News, then you will see the change log.

Post February 1st, 2014, 1:44 pm

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Guys there is another bugfix update for NL2. Check your game.

Post February 1st, 2014, 2:34 pm
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Loving the quick updates they are able to push out.

Post February 1st, 2014, 3:13 pm

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Post February 1st, 2014, 3:18 pm
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Originally posted by Kyle Sloane

Changelog?


on the main menu in the game, click on Help, then News, then you will see the change log.

Post February 1st, 2014, 3:18 pm

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