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NL2 Issues/Wants/Bug Reporting For Future Updates

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Post January 26th, 2014, 4:13 pm

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Phyter do you know what is planned for the next update? When will it come out?

Post January 26th, 2014, 4:14 pm

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^It still doesn't work. If I click a node then place a new node in a side view it doesn't get placed on the same axis as the other node. It just goes to the main editor axis at 0.

Post January 26th, 2014, 5:41 pm
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Originally posted by Phyter


We will discuss this and if the rest of the team agrees that it is an issue that needs resolving then we will hopefully have it worked out for the next update.



Awesome. This is the point of this thread!

Thank you very much Phyter for reading the thread and, I assume, passing on concerns and issues.

I, too, have been having trouble with the difference in node placement from NL1.

Post January 26th, 2014, 7:59 pm

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test reply, apologies for spilling site testing to this thread

Post January 27th, 2014, 9:35 pm

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Those of you who mentioned about the nodes not being in line with...let's say, a footer you placed and got into position...I haven't had any issues and actually accidentally found out that when I selected a footer before placing a free node, the free nodes lined right up!
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Post January 31st, 2014, 10:31 am

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Issue on Clearance Envelope and Catwalk width for different segment type ???????????????????????????????????? I hate that difference since NL1??????????????????





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Post January 31st, 2014, 11:46 am

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I don't have NL2 yet, but I'm going to make a suggestion in case this hasn't been included: Footers that can be rotated, titled. I'm planning a big ride right now, but for realistic supports I'd need footers that don't face straight down but that can be placed on a near vertical slope in a realistic way. I hope you get what I mean.

Post January 31st, 2014, 12:44 pm

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Why can't you just make a 3DS footer and rotate to your heart's content?

Post January 31st, 2014, 12:49 pm

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Originally posted by Live on earths ass

I don't have NL2 yet, but I'm going to make a suggestion in case this hasn't been included: Footers that can be rotated, titled. I'm planning a big ride right now, but for realistic supports I'd need footers that don't face straight down but that can be placed on a near vertical slope in a realistic way. I hope you get what I mean.


You can create a footer by a flange and a Looping box supports on a tilted or vertical plate

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Post February 1st, 2014, 4:31 pm

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^^ hzgar, would you mind telling me what the orange thing on the back of the Invert is? I've seen it before and I have no clue what it is or how to implement it. I assume based on your comment that it's some sort of collision detector thing but... what?

Post February 1st, 2014, 4:37 pm

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how about getting some SLI compatibility? my one GPU works so hard and the other sits and does nothing. poor guy :"(
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Post February 1st, 2014, 7:24 pm

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Oh yeah, I'd also love it if the G-Force comb worked for flying coasters. It shows up, but when riders are face up and the vertical G forces are shown (which is actually acceleration on a flying coaster), I don't think the colors are really right. I.e., I believe there are different limits for what is acceptable G-force wise for acceleration versus vertical and the comb doesn't reflect this in its color scheme. PLUS when flying coasters are in a face-up position, the comb reads the track as upside down and thus positive Gs are shown as negative Gs, so almost everything is red.

Edit: the laterals also seem to be totally off with the G-force comb for flyers. I had a zero-g roll that the comb said should be around .6 laterals and when I rode the sim, it peaked at over 2. I realize the comb is only an estimate and may be different in various seats but this seems REALLY far off based on my experience so far with all of the other types. I assume there's a similar problem with 4Ds, though.

Post February 2nd, 2014, 1:32 am

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Why is my jet coaster train starting on the lift when I have a perfectly good station segment?

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I think I have the station segment long enough.

Post February 2nd, 2014, 4:01 am

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Originally posted by hzgarfield

Issue on Clearance Envelope and Catwalk width for different segment type ???????????????????????????????????? I hate that difference since NL1??????????????????

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We don't feel that is really an issue. Look at any real life coaster and you will find countless clearance violations in areas where the train's speed is not high enough to risk serious injury to careless passengers. The normally strict guidelines for clearances do not apply to station egress and service elements.

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That's an interesting one though. What style is that on? And what are the segment types?

Post February 2nd, 2014, 4:05 am

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Originally posted by zacattack1104

^^ hzgar, would you mind telling me what the orange thing on the back of the Invert is? I've seen it before and I have no clue what it is or how to implement it. I assume based on your comment that it's some sort of collision detector thing but... what?


He's using the Clearance Envelope object. If you go to Scenery -> Choose.. you can find it in the Library. Place the box near the train that you want to see the envelope object on and when you play the park it will appear on the last car in the train.

Post February 2nd, 2014, 10:46 am

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Cool, thanks Phyter.

As for the type where the catwalks are different lengths, I'm assuming that it's the same coaster hzgar used in the first picture given the colors but obviously Idk for sure. I also say so because I too noticed a similar catwalk width issue on almost all of the below-rail coasters I've fooled around with so far (suspended, Inverted 4-seat, twisted flyer). I'm not certain that the Intamin/SLC 2-seaters or Vekoma flyers have the same issue.

I feel like I had basically the same issue with The floorless or sitdown twister as well, wherein I tried to include a little more catwalk at the top of the lift after the chain ended and they just didn't line up at all.

I am not sure about hzgar, but my problems have ALWAYS been between a lift segment, and a regular track segment that I try to give catwalks.

Post February 2nd, 2014, 3:31 pm

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What will i do with my Yeah I Love The Strippers Pinfari indoor nightclub coaster since the catwalks are useless and get ruined in NL2? I really wanted to have animated strippers on the poles and flashing lights and blaring hip hop music. The building is made of catwalks and looks great in NL1.

Post February 2nd, 2014, 3:50 pm

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Originally posted by cool5

What will i do with my Yeah I Love The Strippers Pinfari indoor nightclub coaster since the catwalks are useless and get ruined in NL2? I really wanted to have animated strippers on the poles and flashing lights and blaring hip hop music. The building is made of catwalks and looks great in NL1.


Then use NL, or learn to use NL2 properly. Complaining that 2 completely different systems are incompatible when you have a choice of just using the better one is stupid.

Post February 2nd, 2014, 6:17 pm
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Don't think this has been mentioned but
Want/Bug?:Be able to control station floor movement, harnesses, and gates in full manual mode.

Post February 5th, 2014, 10:31 pm
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I'd like to be able to play sound bytes while you're riding a coaster. It would be like the real life coasters such as Led Zeppelin or the two Bizarros where music plays from the headrests. In the editor you could place special nodes to trigger a specific sound byte vice having to script it. My ulterior motive is simply to have Robb Balvey's voice yelling, "Twisty!" every time the train crests a double down element.

Post February 10th, 2014, 6:40 pm
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Originally posted by TTD03

Don't think this has been mentioned but
Want/Bug?:Be able to control station floor movement, harnesses, and gates in full manual mode.
The only one you cannot control is floor movement. It cannot be moved alone since it is linked to dispatch.

One thing I've been annoyed with is when I'm making a ride that uses pretty much all Steel Round and Extended A footers I'll go out of editor (with park still open) and test in sim to make sure clearance passes. Once I go back into editor to add more supports the footers automatically revert back to Steel Square and Standard footers. It's not a big annoyance but it'd be nice if when you keep the park open the newly added footers stay the same until you change them.
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post February 10th, 2014, 8:48 pm

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You can do that already SauronHimself. There's a thread on NLE with some guidance on how to create that script.

Post February 10th, 2014, 8:58 pm
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Originally posted by Turbo

Originally posted by TTD03

Don't think this has been mentioned but
Want/Bug?:Be able to control station floor movement, harnesses, and gates in full manual mode.
The only one you cannot control is floor movement. It cannot be moved alone since it is linked to dispatch.

One thing I've been annoyed with is when I'm making a ride that uses pretty much all Steel Round and Extended A footers I'll go out of editor (with park still open) and test in sim to make sure clearance passes. Once I go back into editor to add more supports the footers automatically revert back to Steel Square and Standard footers. It's not a big annoyance but it'd be nice if when you keep the park open the newly added footers stay the same until you change them.

You can't make the gates move either I believe, if you can, how?

Post February 10th, 2014, 9:44 pm
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hit F4 and (you don't even need full manual or manual for this) switch the manual/auto switch on the default panel to the right so it is set to manual, then play with buttons to your hearts content. yay :D
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post February 10th, 2014, 10:13 pm
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Yea but in Full Manual mode, all those buttons go dark and nothing can be toggled.
What you described works perfectly in Automatic and Manual Block mode, just not in Full Manual mode.

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