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NL2 Issues/Wants/Bug Reporting For Future Updates

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I estimated that last Friday could be the release of the new update, but it was not. I think last Friday was three weeks from July 29th.

Ole said this on July 29th. "I just finished working on the German TV project and now I need looooooong rest. Expect the update in 3 weeks. A telemetry interface will be among the new features, heh heh. Btw, Apple is not communicating any release dates or features about new products either and their success proves them right. ;-)"


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Now we have track that can handle more or less stress. But we haven't a stress show thing like speed and g forces.
I don't mean to be unhappy with this new update. Because I'm very glad of all the new things!
Yes....

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Coaster Mind wrote:
Now we have track that can handle more or less stress. But we haven't a stress show thing like speed and g forces.
I don't mean to be unhappy with this new update. Because I'm very glad of all the new things!


Whilst I'd love them to develop some kind of finite element analysis to determine the capacity of the track - for a $40 program it's probably a little far fetched when there's better updates they could release (eg. more variety of transfer tracks)
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Well,.. some searching for the *magic button* which will create the perfect, supported coaster with one click. But where is point of that.
I think, you can easily see already where the spline is stressed and which parts of the track isn??t with the G-Force Comb.. and isn't it the part of fun to think by your own, where it could be stressed much or less? I don't want to sound offended.. just saying :D


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CKidd wrote:
not a request for the program itself, but can anyone make or point a tutorial or something that explains how to optimize your scenery objects?


It's pretty much all about trying to keep the poly count low without hindering the model itself and using clipping and LOD (although I haven't managed to successfully use the LOD feature yet) Using photo real textures can give the illusion of more detail that there actually is. It can be difficult but if you place the scenery very strategically you can go crazy with clipping without getting a load of pop-in :)


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here's i few things that I'd love to see in NL2. i know that some will be more do-able than others:

1- instead of a message appearing saying "multiple trains on a block detected" it would be more realistic if the system automatically e-stopped the ride (like real-life coaster systems do) and showed a slightly different message saying something like "multiple trains on a block detected- ride auto e-stopped"

2- with the Suspended, Wing-Rider and 4D styles, their stations should have gates that fold down when a train leaves, like they do in real-life. the floorless and Dive Machine styles already have them, so why don't the above mentioned ones not have them?

3- when in a coasters seat, it would be really cool if you could click on the safety bar and drag it down, as if you were actually pulling it down, like riders do in real-life. the other restraints would go down automatically. once the train arrives back to the station, either the bar would release automatically of you click and drag it up, as if you were actually pushing it up (depending on what that train style's restraints do in real life).

what do you think?

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Personally I'd take some ease-of-use features for the editor; Like custom 2d planar views instead of just top/right/front etc. This would make element shaping FAR better for everything not aligned to a prexisting plane, and would result in much more interesting coaster layouts since track geometry would be less restrictive without tons of extra time and effort.
Boulder Dash was the only good roller coaster.

"or if you're when the hydraulic fluid was dumped out of the motor is goes 200ft up the tower and is like "LOL nope"" - CKMWM 2016


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slosprint wrote:
Personally I'd take some ease-of-use features for the editor; Like custom 2d planar views instead of just top/right/front etc. This would make element shaping FAR better for everything not aligned to a prexisting plane, and would result in much more interesting coaster layouts since track geometry would be less restrictive without tons of extra time and effort.


in the preferences, you can split the screen into 1-4 views. You could do the 2 side by side, one with top/left/right, and the other in perspective.

just an idea.
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I still want the ability to put nodes into groups, like you can in autocad. so if you select on of those nodes the who group is selected. I believe it would make changing something minor a lot easier.
What are these for?

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Yeah, expanding on the Autocad style request I still would love to be able to isolate off (hide) groups of nodes so you can work on a specific area without all the clutter getting in the way.
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also

WANT : ability to select track vertices using the 'shift' select function
Plantoris

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VERTICAL TRANSFER TRACKS
Boulder Dash was the only good roller coaster.

"or if you're when the hydraulic fluid was dumped out of the motor is goes 200ft up the tower and is like "LOL nope"" - CKMWM 2016

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3D pathways..... Kinda like how Draping in sketchup works, just place a 3D path that follows the contours of the terrain. That's asking a lot, but it would look a lot better than a 2D texture.


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It would be nice to see the new-style Vekoma trains:

Image

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They're also trying to ditch that train style all-together. Might be a waste of time
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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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I want to be able to select all roll nodes at once. For making my water slides like this.

Screenshot 2017-05-27 12.06.26.png


Screenshot 2017-05-27 12.07.46.png


It would be so much faster to make them.


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Turbo wrote:
They're also trying to ditch that train style all-together.

Do you know why?

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it has to do with the track I think. An engineer would be better suited to answer this however it has to do with the manufacturing ability and train agility I think. Outer facing rails tend to be better in almost every regard. (If I'm wrong with this please let me know)
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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Inside rails do have one distinct advantage: In the event of a derailment/wheel failure the train is much more likely to be retained inside the track path. I suspect if the Edmonton Mindbender used Arrow-style track the accident would have been non-fatal.


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I am working at the Vliegende Hollander from the "Efteling" and it has a double station with shift switches with each boat changing after 30 seconds at a speed of 3.6 km/h and in Nolimits 2 you can not get Friction Add wheels to the bills so that would be an option to add in the game! Because the boat stops now every time ...


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If I select a flying style, put a dual loading station and start with a brake and then launch, then soon after the first train is catapulted into the layout, the train in the other station is dispatched and seems to ignore any safety checks and passes into the same block as the first train, even if the other train hasn't passed another set of block brakes yet. I assume it's a glitch?


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Did you forget to extend the block length so that the next train can't enter the launch block until a certain element has been cleared (for example, the train can't be dispatched until the launching train has cleared the first element to prevent a collision in the event of a rollback)


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Want : new RMC hybrid coaster rails and crossties integrated on the trailered 4 seat wooden.
Want : HD video export on standard version. Very important.
YouTube Channel here : http://www.youtube.com/channel/UCBxNbDAJhLyxxhN1YEGR7pw
I upload NoLimits 2 and Geometry Dash videos occasionnaly.


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Coaster Lab wrote:
Want : HD video export on standard version. Very important.

You can record 720p on standard.

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Coaster Lab wrote:
Want : HD video export on standard version. Very important.

Or just not be a scrooge and get the pro version.
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