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NL2 Issues/Wants/Bug Reporting For Future Updates

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Turbo User avatar
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Want: slider bar to customize player weight from "skinny" to "'Murican"
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

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Turbo wrote:
Want: slider bar to customize player weight from "skinny" to "'Murican"


Including ride op shouting "YOU'RE TOO FAT TO RIDE THIS RIDE" if you try and board the train as "Murican".
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...unless it's a six flags ride op...
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


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Make sure no one builds a New Texas Giant recreation than try to ride it as Murican.


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^^^^

Thats such a morbid joke but I laughed for atleast 20 minutes.


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I debated posting it for like 15 minutes! I had too! I feel bad. :(


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Heres my idea for a very simple but GOOD coding system that could work:

Okay, so, you have all these little boxes, and they all do different things.. And you can connect box by box to make a line of script for your ride.. It's hard to explain, but I made a couple of Pics to show off what I mean..

KEY:
Green box - The name of the object. (Such as station names, trigger names, Audio file names, Light names, etc etc)
Yellow Box - The Contents of that specific box.
Red Line - Transition from one box to the next
Orange Box - Connect points for red lines
Blue boxes - Functions, Example is Delay (In seconds)

So say we want music that plays when trigger is hit:
Image

Okay, Now say we want a Flashing light that's set off by a trigger

Image

Now, I got this Idea from several other programs I use for real life game development, and if this method was used in NL2, it would make a huge impact in the complexity of the rides we have now. Although, the scripting method would still be available, I feel this would be a great alternative.

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Multimedia Fusion / Construct par chance Mcrolly?

I do like that kind of object based programming - its actually very powerful despite the simple premise!
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What an awesome algorithm! :D
-- I was happy to be with NL1 - [:')] --

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NightwindElf wrote:
Dusso Janladde wrote:
Want: Hydraulic launch track, with properly animated catchcar and brakes.

This is entirely possible with scripting.

Yea but did you see the hell Kyle went through to get that to work properly. Chances are you would never see another one made and it would be nice just to have the features included in the game.


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NL2 keeps crashing on me anytime I try to play a park from my downloads folder
What are these for?

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CKidd wrote:
NL2 keeps crashing on me anytime I try to play a park from my downloads folder

Same thing here. The background sound will still be going, but other that it crashes and it won't try to open it.


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is this after the last patch?
no issues here.
Plantoris


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want:

- Vekoma catch car
- Vekoma LSM system
- Intamin cable lift
- Intamin cable launch
- Brake section creator (so you can say, here I want friction brake, here magnetic, and here a wheel. But all on one brake section)
- More stations
- B&M Wing Coaster
- Small tanks for air pressure for the brakes with sounds
- Better brake & wheel sounds
- Multi move without scripting
- More special elements (like free falls or something)


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I would really like a small little inbuilt track/spine editor, kinda like construction kits. It would be nice to edit the number of ties, and easily create thicker spines like the ones on G-force at Drayton Manor.

I have also had something that has bugged me for quite a while (the comparison pics are from a few months ago). I'm not sure if its just my perception, but the in-game Intamin rocket track feels too thin and seems to have too few ties.

I grabbed this file from a while ago so its not the best, but compared the ties with the cars. In NL there are 2 ties per car and in real life there are 3. The track width also looks off but that could easily be the FOV.
Comparison.jpeg

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Well, the spine on Inta rocket tracks is a little difficult to interpret. Reason being is the density of the ties increases and decreases based on forces but for the most part they could be thicker. As for the width yes it is a little too thin in the sim. It is also too tall as well though both size issues are only off by a few centimeters.
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


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It doesn't really seem to me that the ties change density in that picture of Maverick anywhere in the visible layout. I agree that they're too spread out.


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I think that the Intamin track should be more like the Mack track in terms of tie density and width.

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Want: Support Oculus Rift, particularly, with API 0.4.x or newer

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^ All of my yes!
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

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Well a couple of the devs own one (Ole and Phyter), maybe they are developing support for NL2, who knows?
Image
Image

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I would love that :)
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

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Guess I don't really see the point of Oculus Rift, maybe I just need to go out and try one!


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Why do only the supports that are between vertical and horizontal get rotated to a random degree when being copied and dragged to another location?

support glitch.jpg


support glitch 2.jpg


This is very annoying for us people that make most anything out of supports for your parks and coasters. I had to go back and fix each support and rotate it back to 0 degrees.

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