I've been working on a NoLimits 2 recreation of the Riverview Bobs (see my thread in the Hard Hat area) and run into a snag with my turns.
Here is an explanation of how I make a turn:
Let's say my turn is 180 degrees, in 12 sections. All the banking is marked per bent on the blueprint, so we need 12 equal sections in the sim. Creating a 180 degree turn in the curve generator in one go gives me an unhelpful number of nodes which can't be easily divided by twelve. Solution? Create a segment which is 1/12 of the curvature of the turn, save that, and string several of them together.
Done. We now have a 180 degree turn made out of 12 equal pieces.
Next, find the blue nodes at the end of each section and raise them to the height required. Delete all other blue nodes in the section. What about the weird pearly-white nodes with a roll point on them? Delete - they serve to muck up the banking and prevent the curve from being smooth (I've tested this). You can't raise them either.
Done. Add roll angles on each of the 12 blue nodes; adjust banking accordingly.
Done. One photogenically smooth 180 degree curve, beautifully banked.
Ride in the sim. Pumpety pump, pump, pump.
Where am I going wrong? As far as I understand I've created a mathematically perfect curve, so by definition there shouldn't be any pumping anywhere.
I've tried using the feature on the curve generator which lets you set the exit height of the curve relative to the entry height. That didn't work either. A computer-generated curve should be smooth...shouldn't it?