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Post your Nolimits 2 scripts here! Also any discussion regarding scription for NoLimits Coaster 2 should be placed in this forum

Post October 14th, 2014, 5:13 pm
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Looks amazing! Great work!
Coasterkidmwm wrote:
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That's like finding a Waffle House with no white trash in it.

Post October 14th, 2014, 5:54 pm

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Projektion wrote:
^The whole texture issue is generally why I just stick to the colours more so than textures.

A small question to anyone that has been on Falcon's Fury/seen it in person, what happens when the drop car hits the pre-brakes/the section of the tower where there is only one magnetic brake? It's hard to tell from any of the videos what happens. Does it start to slow down the drop car so the sudden braking force lower down the tower isn't too forceful? Does it slow down the speed that the car is accelerating downwards at? Does it start to extend the seats? or something completely different.



I just rode it a few days ago and have some pics I can upload. First, the drop isn't a normal release. It's like a slipping grip release rather than a tripped latch like the older models. There isn't a jolt to the drop. Yes there are fins that slow it down before the main drop and yes you do feel them. It's not a lot but it's there, my guess is so you don't slam into the restraints before the cars swing back out.

everything you mention happens. It's very slight though, maybe only like a half second before the main brakes do you actually notice it

Just noticed, I'm pretty sure the yellow arms folded with the seats

Post October 15th, 2014, 6:11 am

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I plan to put it out tomorrow with the NL2 workshop update on Steam if all goes well. For now, here's a slightly outdated video.



LuckyK wrote:
I just rode it a few days ago and have some pics I can upload. First, the drop isn't a normal release. It's like a slipping grip release rather than a tripped latch like the older models. There isn't a jolt to the drop. Yes there are fins that slow it down before the main drop and yes you do feel them. It's not a lot but it's there, my guess is so you don't slam into the restraints before the cars swing back out.

everything you mention happens. It's very slight though, maybe only like a half second before the main brakes do you actually notice it

Just noticed, I'm pretty sure the yellow arms folded with the seats


Thanks, I've updated the script a bit to take into account what you described, although it's about as noticeable in game as it is on the pov videos online, but that slight slow down is there now. The video above shows off the script before I added the slight slow down.

Also, the arms themselves don't fold, but there are small hinges attached to the bottom of the arms that do the folding.

Post October 15th, 2014, 6:27 am
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certainly looks amazing, the video was great. On a side note, Matador looks hella fun!

Post October 15th, 2014, 11:55 am
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Will you add pulleys? and When the seats go back from the lying position to the sitting there is a little bounce to it.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 15th, 2014, 12:45 pm

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Paradox wrote:
Will you add pulleys? and When the seats go back from the lying position to the sitting there is a little bounce to it.


If you mean the pulleys that move the seats between the lying and sitting position, then yes, eventually, I'm having a bit of trouble with the script to get them looking right at the moment, but once I get it working, I'll post an update it further down the line.
And how do you mean a bounce, like the seats extend back out further than they should then bounce back to the proper position.

Post October 15th, 2014, 12:58 pm

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Did you see my suggestions and pics of my improvements for your arrow hyper coaster?

Post October 15th, 2014, 2:10 pm

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There's something different about the way they look when folded. Somewhere there's a large part missing I think. And not the dumb car wings (they look cool but they are too close to the rider and you bump them the whole ride)

They tilt 90 when it starts slowing down. It's fully tilted by the time it stops moving and locks into place to drop. Probably about 10 feet from the stop point or so from the top straight down. . I'm a horrible photographer, but I'll post what I have

Edit:

There's another bar that juts out above each car. It's the brake fins for the cars. The cars slip around them.

omg I fixed it
Last edited by LuckyK on October 15th, 2014, 2:36 pm, edited 1 time in total.

Post October 15th, 2014, 2:13 pm
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Projektion wrote:
Paradox wrote:
Will you add pulleys? and When the seats go back from the lying position to the sitting there is a little bounce to it.


If you mean the pulleys that move the seats between the lying and sitting position, then yes, eventually, I'm having a bit of trouble with the script to get them looking right at the moment, but once I get it working, I'll post an update it further down the line.
And how do you mean a bounce, like the seats extend back out further than they should then bounce back to the proper position.


I meant the pulleys for the lift thingy.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 15th, 2014, 3:13 pm

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cool5 wrote:
Did you see my suggestions and pics of my improvements for your arrow hyper coaster?

I did, I haven't got around to applying them just yet

LuckyK wrote:
There's something different about the way they look when folded. Somewhere there's a large part missing I think. And not the dumb car wings (they look cool but they are too close to the rider and you bump them the whole ride)

They tilt 90 when it starts slowing down. It's fully tilted by the time it stops moving and locks into place to drop. Probably about 10 feet from the stop point or so from the top straight down. . I'm a horrible photographer, but I'll post what I have

Edit:

There's another bar that juts out above each car. It's the brake fins for the cars. The cars slip around them.

omg I fixed it


Not sure how I missed those. I believe I got the timing more or less right for the folding up on the cars, maybe a bit off. I also don't plan on putting the wings simply because I want to try and leave the ride looking generic, so it could be used in anyone's park.

Paradox wrote:
Projektion wrote:
Paradox wrote:
Will you add pulleys? and When the seats go back from the lying position to the sitting there is a little bounce to it.


If you mean the pulleys that move the seats between the lying and sitting position, then yes, eventually, I'm having a bit of trouble with the script to get them looking right at the moment, but once I get it working, I'll post an update it further down the line.
And how do you mean a bounce, like the seats extend back out further than they should then bounce back to the proper position.


I meant the pulleys for the lift thingy.


Probably not, since they are in the elevator cart, unless you were looking from above, you wouldn't really see them.

Post October 15th, 2014, 4:14 pm

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Great Stuff! I also like the colors a lot! Can??????t wait to ride that beast :D

Post October 15th, 2014, 4:51 pm
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Holy crap, really nice job, looks so real!
Thanks for sharing yet again!

Post October 16th, 2014, 9:32 am

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Falcon's Fury/ the Intamin Sky Jump is now available on the Exchange and Steam workshop. This is just version 1 of the tower atm, I plan to update it with working pistons, LOD's and more soon.

Post October 16th, 2014, 10:00 am

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Can you make a Ferris wheel with 3ds and animate it and make it rideable? Is that in your skills yet?

Post October 16th, 2014, 5:31 pm

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cool5 wrote:
Can you make a Ferris wheel with 3ds and animate it and make it rideable? Is that in your skills yet?

Sure, do you want it to be like the one you made out of supports, or a different style.

Post October 20th, 2014, 10:26 am
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Even if it isn't finished yet, I'd really like to see your automatic rollback reset script and track.

Post October 20th, 2014, 10:47 am
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Post October 21st, 2014, 8:37 am
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Post November 4th, 2014, 1:36 pm

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I really like your Drop of Doom, in fact I just added it to my Kingda Ka myself (basically the same thing TTD03 did). There are a few minor changes I thought of that could make it better:

1. Open the restraints when the drop vehicle reaches the bottom, not when the catch-car does, then close them when the catch-car reaches the bottom.

2. When it's going up, it should move slowly (about 2.5 MPH) until it reaches the end of the brake fins, then speed up to about 5 MPH after that. The brakes are always engaged and the motor has to work against them when lifting the cars, so it's not run at full speed while the cars are still on the brakes. When the catch-cars are going back down they run full speed the whole way, of course.

3. Be able to change the angle of the pulley system at the top, like the two side towers on the real Zumanjaro. As it is now, a properly placed Zumanjaro will have the pulley systems on the side towers clipping through Ka's main supports.

4. A very minor one... when the catch-cars reach the bottom, they should stop just short of the drop vehicles. When the ride actually starts, they should come down and connect to the drop vehicles then start lifting them. This is how the real thing works.

5. I know this is a long shot and I don't even know if it's possible with scripted flat rides in NL2, but maybe make it controllable with the in-game control panel? Automatic mode would be pretty simple, you'd be able to control restraints and start the ride. Full Manual would let you jog the catch-cars up and down and would let you manually drop the ride.
Last edited by Dusso Janladde on November 6th, 2014, 3:52 pm, edited 1 time in total.

Post November 4th, 2014, 6:26 pm

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Projektion did you get my message about my Ferris wheel model?

Post November 4th, 2014, 9:06 pm

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cool5 wrote:
Projektion did you get my message about my Ferris wheel model?

I did, I'll get around to it soon

Dusso Janladde wrote:
I really like your Drop of Doom, in fact I just added it to my Kingda Ka myself (basically the same thing TTD03 did). There are a few minor changes I thought of that could make it better:

1. Open the restraints when the drop vehicle reaches the bottom, not when the catch-car does, then close them when the catch-car reaches the bottom.

2. When it's going up, it should move slowly (about 2.5 MPH) until it reaches the end of the brake fins, then speed up to about 5 MPH after that. The brakes are always engaged and the motor has to work against them when lifting the cars, so it's not run at full speed while the cars are still on the brakes. When the catch-cars are going back down they run full speed the whole way, of course.

3. Be able to change the angle of the pulley system at the top, like the two side towers on the real Zumanjaro. As it is now, a properly placed Zumanjaro will have the pulley systems on the side towers clipping through Ka's main supports.

4. A very minor one... when the catch-cars reach the bottom, they should stop just short of the drop vehicles. When the ride actually starts, they should come down and connect to the drop vehicles then start lifting them. This is how the real thing works.

4. I know this is a long shot and I don't even know if it's possible with scripted flat rides in NL2, but maybe make it controllable with the in-game control panel? Automatic mode would be pretty simple, you'd be able to control restraints and start the ride. Full Manual would let you jog the catch-cars up and down and would let you manually drop the ride.

1&2 should be easily do-able since I managed to get them into my Falcon's Fury, so it's just a case of moving that bit of the script into the Drop Of Doom one
3 would require a bit of editing the model, but again, should be easy enough.
4 Maybe, but less likely, as you said it's minor but we'll see
5 (or 4?) I wouldn't be able to get Full Manual working, but I could probably get it working in Automatic and Manual Block mode. But it would involve writing the script from the ground up to get it to work properly. So again, We'll see.

Post November 4th, 2014, 9:21 pm

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Can you put a camera script in each of the cars of my Ferris wheel when you make it? So that I can walk up to each car from the platform and get in it to ride?

Post November 6th, 2014, 3:55 pm

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Projektion wrote:
5 (or 4?) I wouldn't be able to get Full Manual working, but I could probably get it working in Automatic and Manual Block mode. But it would involve writing the script from the ground up to get it to work properly. So again, We'll see.


LOL, I missed the fact that I had two 4's. edited! Oh and I didn't mention manual block mode because it only applies to complete-circuit coasters, and Zumanjaro would be a lot more like a shuttle coaster. They only have Automatic and Full Manual, probably since with only one train they don't have blocks in the same sense that complete-circuit coasters do. Still it's a long shot.

And one other idea I had... maybe make the drop trigger-able so that you can sync it with a coaster if you want?

Post November 7th, 2014, 8:56 am
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^ TRIGGER, YES!
You have no idea how long I waited to get the 2 rides to drop together simultaneously!

Post November 7th, 2014, 1:28 pm
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