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Newton 2 export/imports

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Post January 15th, 2014, 1:40 am
Goku1910 User avatar
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Anyone still using Newton to make NL2 coasters? I don't know if it's my export settings or what but I'm actually getting more pumps in NL2 compared to NL1. Although, the pumps are in different places than usual, I notice them in airtime segments especially with a slight negative G-Force. I still see them in roll transitions like in NL1 but those are easily fixed.

I'm using 12 smooth and 14 taper. 2 meter segments.

Also, what's the quickest method of using newton and inserting a transfer track? Using the rotate tool and getting everything exact can be tricky....

Post January 15th, 2014, 4:17 am

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I'm still using Newton but I didn't have any problems with it yet '-'. I usually adjust 20 smooth/20 taper.

Post January 15th, 2014, 12:08 pm

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The vertex functionality is completely different in NL2. It won't be exactly perfect. Getting pumps? Element --> Depump.

Post February 10th, 2014, 10:22 pm

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NL2 is not optimized for Newton, actually :/ and Debump doesn't work as well for Newton's problems :/

Post February 11th, 2014, 1:52 pm

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This is a complete and total guess but you may have some luck using the depumper tool if you do what I've been doing to connect transitions between elements designed with the in-game FVD, which is simply deleting some vertices. The depumper seems to handle things better when there are fewer vertices in a given area... or rather, the happy medium between too many and too few. But honestly I don't use Newton so I have no idea whether or not this will help, and as pilot pointed out it's a totally different system so using Newton for NL2 at the moment is bound to yield some issues. I have noticed myself while riding a number of imported tracks that there are many wobbles and bobbles and general problems. I think you might have gotten lucky with how well inFamous ported, Goku.


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