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The one and only NoLimits 2 Topic

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Post November 9th, 2014, 11:12 am

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I think I read that you have to be careful about frame rate if you do that.

Post November 9th, 2014, 11:20 am
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Post November 28th, 2014, 12:10 pm

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Working on my first Park and so far so good! The supports on the B&M aren't final and trackwork may need work
Here is a screenshot if anyone wants to test the 2 rides then let me know :P
Image

Post November 28th, 2014, 8:25 pm
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Post November 28th, 2014, 8:27 pm

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Post November 28th, 2014, 9:04 pm

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I can test it if you want.
All hail your great Arrow Dynamics overlords.

Post November 29th, 2014, 7:43 am

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TTD03 wrote:
Me me! I want to test please!

cool5 wrote:
Ill test.

CoasterGuy2000 wrote:
I can test it if you want.


Is not gonna be perfect and please let me know what you think :D

LINK
https://www.mediafire.com/?293cso4l11loa5k

Post November 29th, 2014, 10:09 am

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Both where pretty good, I really liked the layout of Meteorite. The hyper coaster had a few banking problems but only the hammerhead was a big problem, make sure to add a few more roll nodes. Also make sure to keep brake runs un-banked, place roll nodes at the beginning and end of the brake segment and set them to strict. Make sure not to pt friction wheels on the final brake run and the MCBR's. In real life they're not used and those segments are slanted downward. Overall the track-work is pretty good!
All hail your great Arrow Dynamics overlords.

Post November 29th, 2014, 11:34 am

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CoasterGuy2000 wrote:
Both where pretty good, I really liked the layout of Meteorite. The hyper coaster had a few banking problems but only the hammerhead was a big problem, make sure to add a few more roll nodes. Also make sure to keep brake runs un-banked, place roll nodes at the beginning and end of the brake segment and set them to strict. Make sure not to pt friction wheels on the final brake run and the MCBR's. In real life they're not used and those segments are slanted downward. Overall the track-work is pretty good!


Thankyou! Gonna spend alot more time on tweaking the trackwork :D

Post November 29th, 2014, 12:07 pm

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Post December 2nd, 2014, 8:46 pm
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Post December 2nd, 2014, 8:48 pm
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Post December 18th, 2014, 5:16 pm
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Now when I'm actually working on custom supports for a wooden coaster. It would be great to have some kind of function to copy all the properties from one beam, so we can use it on a new beam. It's quite a hassle to copy and paste some parameters from a certain support. only to use it for a few new supports.
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Post December 18th, 2014, 7:54 pm

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^ This is why I havent finished either woodie I started. I know what kind of supports to make just the amount of nodes gets me lost and I just give up
What are these for?

Post December 21st, 2014, 7:19 am
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It's almost been a year after release, so I'm going to give some thoughts on the Sim a year after.

First off, I would like to note that it is much easier to build in NL2. I'm not sure why, but it just is. As someone that sucked at NoLimits 1, trust me, I did, I can say that NL2 is much easier. This seems like a good thing, right? Wrong.

The skill gap has decreased from NL1 to NL2 and you know it. It appears much easier to build quality rides in this version of NoLimits, and to me, that seems like a bad thing. Don't get me wrong, I am NEVER going back to NL1, but it'll just bore me when every week there's at least one great ride to download, instead of that one rare ride coming along and taking you back so you can say

'Wow'.

It's not like that any more, good rides are losing their charm.

Another thing I would like to note, I used to build in NL1 and create rubbish rides. After tons of practice, failed attempts, I tried joining about 2 years later. I was better, naturally.

Come back, NL2, make a ride, obtain criticism, build better ride. That's it. It didn't feel to me like practice, and it certainly didn't take 2 years to improve.

I love the Editor, I really do, I really love NL2.

But can you people please stop making amazing rides every week?
ps my 4 year old laptop can run this game really well ty devs <3

Post December 21st, 2014, 8:16 am

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craigster001 wrote:
But can you people please stop making amazing rides every week?
ps my 4 year old laptop can run this game really well ty devs <3

I don't think it's just about making smooth rides anymore but about combining good rides into a park and/or seeing what you can do with scripting/making scenery and terrain interaction. I feel like with the bigger template there's not really much incentive to make a ride with flat, completely unmodified terrain and no scenery/coaster interaction.
Since not that many people know scripting, it seems to replace NL1 handbuilding as 'the difficult but awesome thing to do'. I think the rare "memorably good" ride you crave is one that really pushes what you can do with scripting/scenery/theming and/or is combined with at least one other good ride, and I don't see that every week.

Post December 23rd, 2014, 7:28 pm
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^ Exactly.
To make someone go "Wow" in the old game, you needed a kickaz (oscar understands this reference) coaster and that's it. Now you need a kickaz coaster and and a complete "park" with scenery, trees, queue lines, a few scripted flats, and other things to get people to say "Wow!"

The "Wow" factor is still there, it just requires more work now to get to it.

Post December 24th, 2014, 3:34 am
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Post December 24th, 2014, 9:47 am
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Post December 24th, 2014, 9:54 am

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Here I am, not even trying to rush with making and being one of the first to upload a wingrider to the exchange or YouTube.

Post December 24th, 2014, 10:04 am
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Too late.
I already uploaded a test track with the Wingrider type selected.
I win :lol:

Kidding,
I did upload a track though just to make sure the exchange still works with the new Wingrider track type added to it. And everything seemed to work fine.

Good luck to whoever uploads first!

Post December 24th, 2014, 5:50 pm
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Meh. I'm not bothered about the wingrider myself, but I can't wait to see what amazing things other people come up with.

Screw it, I said the same about Dive Machines.

Post December 24th, 2014, 6:50 pm
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SkyArrow wrote:
Here I am, not even trying to rush with making and being one of the first to upload a wingrider to the exchange or YouTube.


My facebook pretty much exploded with all the screens of their new wingriders. They all looked the same. :lol:
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Post December 30th, 2014, 3:25 pm

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I think this is the most appropriate topic for this... what would be the highest lateral force for a wing rider? 0,7 would be ok on the outer seats? (For a very little time). Thanks.

Post December 30th, 2014, 3:42 pm

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There's too many orange wingriders ik where they were inspired from but too much orange

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