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NL2 Issues/Wants/Bug Reporting For Future Updates

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herman116 User avatar
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I've made a small scripted shuttle coaster which leaves the station backwards through a switch to a lifthill. When it arrives at the lifthill the train suddenly stops (also if it has a really fast speed, it stops within 0 meters). I've turned the anti-rollback option off and tried a bunch of other settings like using wheels on the lifthill and adding a bit extra space between the switch and the lifthill but the train keeps stopping very abruptly.


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herman116 wrote:
I've made a small scripted shuttle coaster which leaves the station backwards through a switch to a lifthill. When it arrives at the lifthill the train suddenly stops (also if it has a really fast speed, it stops within 0 meters). I've turned the anti-rollback option off and tried a bunch of other settings like using wheels on the lifthill and adding a bit extra space between the switch and the lifthill but the train keeps stopping very abruptly.

Have you made sure you've got at least one block brake section? the sim can be funny with that, and the train will stop on the lift if there is no block, even if it's the only train.

herman116 User avatar
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It doesn't even come onto the lifthill:

Image

The blue section is the lifthill and the red section is the switch. Before the switch is a transport section which I've sped up so you can clearly see that it won't go any further.

I can probably solve this by changing the lift into a brake section, making the brakes invisible and adding friction wheels but I think that this should also be possible.

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So working with Zergei on an issue he was having with blocking.

From the station he had a block section at the base of the lift, a brake section set as a block with full stop service at the top of the lift, followed by a trim. He wanted to keep the train off the lift until the train in front of it would complete the circuit. I was able to duplicate the desired operation by using the drop lift function and trims, but for those who are sensitive to accuracy this is probably taboo.

I think this may be a bug, but it also may be intended operation and a feature may be needed to over ride defaults. Block devices will not honor the Extra Block Length field if the value exceeds the distance to the block in front of it. So setting the Extra Block Length value on the section of the base of the lift was ignored by the lift block. Maybe it would be possible to set a preceding block option so as to be able to set where the block starts. This would also help for rides where they have sets of brakes, followed by a distance longer then the units, than another set of brakes but they are considered the same block because they are not full service.
Image


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To explain one part of this, the reverse lift hill segment option in shuttle mode only works when the lift hill segment is directly behind the station. Otherwise lift hills only push trains forward, which is what you are running into. You'd need to script the functionality using brake/transport segments.

-Ride_Op


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Potential bug report:

When i open a park with any B&M Suspended Coaster in it, the suspended coaster's gates and floor are partially sunk down into the platform. Every B&M suspended coaster i download has this problem.
Anyone else experiencing this, or is it just me?


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skyscraper wrote:
Potential bug report:

When i open a park with any B&M Suspended Coaster in it, the suspended coaster's gates and floor are partially sunk down into the platform. Every B&M suspended coaster i download has this problem.
Anyone else experiencing this, or is it just me?


That's because the Invert trains were remodelled so the floor and gates needed to be moved down.


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TheFlyerMan1 wrote:
skyscraper wrote:
Potential bug report:

When i open a park with any B&M Suspended Coaster in it, the suspended coaster's gates and floor are partially sunk down into the platform. Every B&M suspended coaster i download has this problem.
Anyone else experiencing this, or is it just me?


That's because the Invert trains were remodelled so the floor and gates needed to be moved down.

Yeah, someone on the NLE told me.
Thanks anyway! :)


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I think I meant to post this here.



I wonder how would a "Freeze all"/ "Unfreeze all" feature work on here? It would work great for getting to and from the terrain settings faster if you have multiple coasters.

Edit:

Could we get this fixed asap?


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I want to thank the developers for fixing the importing element bug that automatically made all the roll nodes strict.

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