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NoLimits Wishlist

Discuss anything involving No Limits Coaster Simulation.

Post February 6th, 2005, 12:08 am

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Like said above, we should compile a list in the actual email so Ole, or whoever doesn't have to go running all over the net. But also send the links to the two threads.

Post February 6th, 2005, 2:02 pm

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So how are we going to do this? Here?

Oh, I have something else to add. Support beams that connect properly (plus the caps removed when we don't need them)

Post February 6th, 2005, 2:43 pm

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Post the list here before u send it, so we can agree, but we trust u guys

Post February 6th, 2005, 2:52 pm
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Oh, I have something else to add. Support beams that connect properly (plus the caps removed when we don't need them

that would be nice, but for the most part, I think I've mastered that.
as for the list, I'll start right on that once I finish my homework.
Should we collaberate (big word[:D]) over email or msn or AIM?

Post February 6th, 2005, 5:55 pm

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Crud, my post didn't make it though. I'll try again.

Ok, I just finished the list. I don't have msn and would prefer using the wws chat instead of aim, that way, anybody here could join if they want to.

Anyways, here's the list.

<NL wishlist.txt>

>Better editor (I.E ability to adjust a vertex without messing up another part of it, like being able to adjust the length of a handle without messing up the pitching of it, also, built in tools, axis locking, more 2d cam options, like rotating, etc.)

>Muilti coasters per scene and bigger template (do not limit # of coasters per scene, there's no point, especially if we simply want to use certain coasters to make flat rides) Also, adding a function to walk on the ground would be nice (we can add in 3ds roads. Maybe allow use to define walkable paths like we would with coasters, instead of just allowing us to walk around randonly. then we don't have to worry about terrain, especially 3ds terrain)

>Animated 3ds, plus animated lights, effects (like smoke or fog), etc.

>Copy and paste supports and 3ds

>Redone B&M and steel looper cars (heard it's in progress)

>Invisible track (sounds dumb, but it can actually enable alot more things, like flat rides, etc., but only if we can import custom trains for them.) Also, allow use to control the orientation of the car, so we can make ferris wheels and stuff. Don't forget a muiltiple circuit function

>Custom train and track importing

>Suspendeds and bobsleds, maybe water coasters (for the water effects)

>Flyers, 4D's, and arrow hypers, maybe mine trains. Rocket coasters and strata coasters (just adjust train, launch and brakes. Adding a hydrolic launch would be nice too)

>Shadows casted on all objects, all objects produse shadows

>Light sourcing, placed in editor with controls over amount, color, etc. Include coronas. Soptlight type lights would be great too. Dynamic lighting for day and night would also help

>Ability to set whether water is transluscent or reflective (if both, use env map unless on a higher end card, map the 3d stuff onto the 2d surface, provide option of ripples distorting reflection and what's underneath the water, 3d ripples would be cool) and add Direct X for PC users (will allow for richer, and more detailed, and more realistic graphics) of course only if the stuff is coded in to make direct x worth while (realistic water reflections, reflecting areas on certain rides (PTC trains in particular)

>Improved sound effects. (for the wooden and steel train running, and the steel lift, others are fine)

>Specify support colors (better yet, use settings for them, like you do with track, that way you can change not just colors, but beams quickly. also, don't forget to allow us to select a color for the supports before building them)

>Better/more prefab supports, with the ability to customize them (so when placed, they're just like custom supports you can modify)

>Don't use color code to indicate segment type, support beam type, etc, instead, represent them with shapes and for color, use the actual colors of the track

>prog. meshing technique in effect for entire scene, so we get high polygon 3d trees, station & catwalks, etc, at least, don't make catwalks/station rails 2d. Catwalks should be attached to the track.

>Option to tweak physics (weight, friction, etc.)

>Support cap fix (connect beams properly in sim, also, don't render beams' caps if they cannot be seen)

>better element importer (if we make a straight track piece, horizontally, and import it onto a vertical track piece, it will get messed up. Might be fixed by synchronizing the origin/start of the element with the origin/start of the track)

>quick terrain tunneling, texture "spyraying" (gradients, we'll probably have a set of textures for a track, and then use the individually, then have the program perge them together, with gradients so part of a texture blends in to another)

>use special tunnel types for tunnel testing (the ones we have are too big to properly judge distances, collisions and close calls)

>train storages (not that important IMO, just if you feel like adding it in)

>rail view (just a variation of the fly by view, so we don't have to adjust the camera)

Oh yeah, you'll have to read it before you tell me what I forgot to add. [:)]

Post February 6th, 2005, 7:04 pm

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I will try and type out my ideas for the editor tonight because you missed a bunch of them :P

Post February 6th, 2005, 9:14 pm

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Well, I got some of them you posted here. (not all because I didn't think some were nesessary :)

Oh, I got a reply to the email I sent them earlier. They said they weren't sure what they were going to add to the next update yet.

Post February 20th, 2005, 11:40 pm

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I'd like to see the ability to output a tab-delimited text logfile from the simulator that lists things like time, distance along track, XYZ position of passenger, velocity along the track, the three forces listed at the top of the simulator screen... stuff like that. I'm sure the simulator computes all of these items; it shouldn't be too tough to dump it to a file either in real time or at the end of a run.

Then we could bring all that data into various other programs (Excel, Matlab, etc.) to analyze and display the results.

BJJB

Post February 21st, 2005, 3:02 am
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it would be nice if we could see the g-forces in the editor allready. so if you make a turn you'll see that there's a max g-force of 4g on it for example. Also you should be able to see the max speed on that piece of rail. Maybe nice for the statistics window, so you can follow g's there, train speed, etc.

My favorite of adding will always be the mauer sohne spinners! Also one you forgot to add in your list agent. Spinners are just awesome, i have several layout laying here allready for some spinners. [:D]

>Invisible track (sounds dumb, but it can actually enable alot more things, like flat rides, etc., but only if we can import custom trains for them.) Also, allow use to control the orientation of the car, so we can make ferris wheels and stuff. Don't forget a muiltiple circuit function

A small add-on: Also that we can select transparant track. So in the track settings that we can make a piece of track only invisible or that we just can make a piece of track partly invisible, so kinda riding over glass.

Post February 21st, 2005, 3:42 am
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inverted swinger and flyer and last but not that important 4d

Post February 21st, 2005, 4:16 am
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^^ that was all allready said in agents post [;)] and i guess in more posts in the rest of the topic. [:)]

Post February 21st, 2005, 12:44 pm
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Lol, the list is nice, but guys lets remember that this is like a brainstorm to them, not a todo list. I think NL has come a long way and is great! Just dont send it to them with the wrong tone, if ya know what I mean [;)]

Post February 21st, 2005, 12:50 pm

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All i want it a spinning face to face coaster like spinning dragons and timberland twister. I rode it today for the 30th time and the ride hasent ben the same yet! (Timberland Twister) Oh and a better control pannle with a block panle that shows were the train is on the track, and a better station with better gates and on floorless coaster and inverted coaster a moveing floor

Post February 21st, 2005, 1:18 pm

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Part of a better editor includes g readouts. Dirk, for transluscent track, why not just have them allow us to make our own track shapes? (an editor that allows us to make the rails, adjust them, and allow us to import 3ds ties.) At the least, something that allows us to edit track materials would work.

Post February 21st, 2005, 3:15 pm
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^ naw, to confusing, and it would be a tool very few people would use, just a wasted of time.
so somebody list what they think is most important, like Flying Vokema/B&M, 4D, Swinging Coasters, Intamin Looper, and Spinning Wild Mouse, and the Goliath@SFMM trains (Companies name is to hard to spell correctly)
- then like graphical feautures they'd like to see.
I'd like to see shawdows casted onto the terraformed terrain. I'd also like to see shawdows being casted on all objects. Because, when you go through a 3Ds tunnel, its as bright as hell, and not realistic. Also, Shawdows in real life fall onto just about everything. Like a roller coaster's shadow falls onto some nearby building. But if they had this in, they're also gonna have to have lighting sources so building structures like Flight of Fear aren't all dark and crap. Plus I think lights would be cool so that way you can have a night time eviornment.
- I'd like to see the water reflections get a new treatment (like half life 2 water), but leaving an option to keep the old ones for peoples whose cards don't support/handle it.
then write down your editor feautures (the ones you'd like to see most, not this wierd stuff coasteragent keeps on talking about)
-larger space, I too, hate making a hill, trying to do a cammalback, then a turn around, but, you can't do it, all you can do is a drop from a hyper coaster, then a turn around.
- a built in auto-depumper/smoother
- a built in auto-flanger
- a built in auto-deflanger
- able to change colors of supports (multi- collored supports like what a lot of coasters have.)
- new shapes of tunnels (instead of just having a circular tunnel, have a square tunnel, or maybe a half tunnel like on California Screaming)
then put any other fueture you'd might want.
Sound Feature - New Sounds, RCT 3 has a lot better sounds then No Limits (well, some of them are better) Like the coaster rolling along the rails is a lot better. They actually have a roar to them. The chains in RCT 3 sound better, they need to replace some of those chain sounds. (Woodies are good, though, those don't need to be changed)
- New and improved catwalk. I'd like to see new detailed catwalks, like the actual rides, instead of these flemsy pieces of crap which just float in the air. But still leaving an option for having the old catwalk for lower end computers.
(don't blab to me about how you can make it with some 3D program, I have tried it, and I find it extremely hard)
- Option to choose from different kinds of stations. Not every one has the skill or knowledge to create 3Ds, so they should give those people the option of having a little better stuff so they aren't all stuck with the same things.
- support connectors for Premier Rides, B&M, & Vokema

- thats basically all I want.

Post June 2nd, 2006, 12:19 pm
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automatic support connectors would also be nice, in this version when connecting a dot with two support beams, it look like someone took a slice out
Image

Post June 2nd, 2006, 12:48 pm
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Textured Steel
Built in Tools
Free Object Creator
Textured Foots
Multiple Styling of Footers]
Bump Mapping
Raising Level of Water (IE it can be at a certain elevation at one point on the map, and a higher or lower elevation elsewhere.
Simulated Load Waits
Actual Simulated Riders
and some other stuff.

Post June 2nd, 2006, 3:07 pm
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ME WANT MINE TRAIN!!!!WANNA UNDERGROUND TUNNELS!!!!! WANT SIMULATED PEEP LOADS.
and YES RAISED WATER LEVELS

Post June 2nd, 2006, 3:08 pm
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oh, and restraints that fail if the rider is too fat, and realistic crashes!!!!!!!!

Post June 2nd, 2006, 3:46 pm

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So, here it is:

1. hydrolic launch
2. dual loading station
3. bigger map
4. better brakes on ALL types
5. lighting
6. animated ofjects
7. otsr intamin trains (Kingda Ka)
8. flying coaster
9: Different color supports
10. instructions manual ( i know how to use it but for those that don't)


Thats all for now

Post June 2nd, 2006, 4:10 pm

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I've never heard of a hydrolic launch before. Can you explain how that works?

However, I have heard of a hydraulic launch and I know how that works.

I'm just joking here. Sorry if I made you feel bad.

Post June 2nd, 2006, 4:32 pm

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I wanna a Swinging Suspended Coaster and that's about it... maybe a few of cjd's and some others...

Flyers don't intrest me, I'd rather have 4D...

Post June 2nd, 2006, 4:41 pm

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Originally posted by Woodie Man

I've never heard of a hydrolic launch before. Can you explain how that works?

However, I have heard of a hydraulic launch and I know how that works.

Hey, that's my line! [lol]

Post June 2nd, 2006, 6:16 pm
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Multiple Tracks (for dueling/racing)
Larger Work Area
Fog
Tunnels
Realistic Shadowing(IE the shadow of one object can be casted onto another)
Moving Floors, swinging Gates (IE the Floorless/Inverted Coasters)
Hydraulic Lifts/Launches
Realistic Sounds (IE an option to have a B&M sanded or not sandbagged. When not sanded, the noise will realistically reverberate through the hollow track and sound like a real B&M coaster. Real Intamin Roar, and the woo sound on LIM brakes, and the woosh on the LIM launches. As well as other various things)
Support Connecters for all rides. For B&M I think it would be cool if you actually got to select which direction your connector juts out from, (IE left, right, strait underneath, strait up, ect.) Also the B&M loop connectors.
Realistic Lift/brake run Catwalks &Transfer Tracks
Modeled Trees

I think thats about it.

Post June 2nd, 2006, 7:14 pm

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... and maybe people to ride your ride, and a Swinging Suspended Coaster.

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