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Smooth Curves and Hills

Discuss anything involving No Limits Coaster Simulation.

Post May 29th, 2003, 6:29 am

Posts: 189
Points on hand: 3,810.00 Points
Location: United Kingdom

Hi all,

I'm having a little trouble making my curves and hills smooth in NL, thus making the g's shoot up wildly even on a small hill. Is there any easy way to smooth out a section of track (IE, keeping the readius of a curve constant, or removing the "jaggedy" where you have multiple segments to make up a hill) or does it just involve a LOT of tweaking with control points for hours on end?

Thanks,

Steve

Post May 29th, 2003, 7:21 am

Posts: 1983
Points on hand: 3,285.00 Points

Hi if you want to make a curve round a corner the same radius i usually use the c2 button. The only way to make a track really smooth is just lots and lots of practice so just keep at it and in the end you will get there. Using the con roll button smooths out the vertices as well. Thats all i can say.

Post May 29th, 2003, 11:32 am

Posts: 189
Points on hand: 3,810.00 Points
Location: United Kingdom

Thanks for the advice.

One thing I've found out now though, less vertices is better. Rather than placing three vertices to make a 180 degree turn, use two and fiddle with the control points. It comes out as a far smoother curve :)

Hope this helps someone else in need ;)

Post May 29th, 2003, 7:54 pm

Posts: 48
Points on hand: 3,320.00 Points
Actually, using fewer vertices makes getting the same amount of smoothness as using higher verticies impossible. It's just easier to get it vaguely smooth.

Con roll should only be used on helices, and on segments where a roll should be continuous between two segments i.e. 0 G rolls, corckscrews, etc.

For camelbacks, you need a point at the entrance, a point at the steepest point on the "up" side, a point at the top, a point at the steepest point on the "down" side, and a point at the bottom. The same goes for bunnyhops. It takes a bit of work using this method, but with some effort, it will give the smoothest effect.

Also, it helps on turns to get "on ride" in the 3D view window, and edit from a track perspective.

Post May 29th, 2003, 8:11 pm

Posts: 210
Points on hand: 3,980.00 Points
Location: Wa, USA

If you give me your e-mail, I can give you a small tutorial, that works for me. And it doesn't take for ever.

Post May 29th, 2003, 8:37 pm

Posts: 4138
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Location: Tonawanda, NY, USA

I actually use con roll on almost every piece of track, even if it isn't one of those types of elements RCT loser, but usually i use rel roll on straight peices that don't turn, those are the best to use in that situation.

Post May 29th, 2003, 8:43 pm

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Points on hand: 3,320.00 Points
Actually, you should only use Rel roll on near vertical track, Rel roll takes longer to calculate, and the exact same effects can be created without that setting.

And, if you use Con roll on pieces where you shouldn't, you'll find that you have stuff-
banked that shouldn't be
occasionally banked the wrong direction [shocked]

Post May 29th, 2003, 9:38 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

I know, but I can tell when that happens, so con roll really helps me on usually all of my segments, even though smoothing is still very hard work for my whole new line of strata-coasters.

Post May 29th, 2003, 9:42 pm

Posts: 48
Points on hand: 3,320.00 Points
Yeah, but say you're in a case where you're banking into a turn, then out of it. The vertex where you stop banking in, and start banking out, if it has con roll, will mess up the shape and make it rougher. With con roll off, it'll work right.

Post May 29th, 2003, 10:52 pm

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Location: USA

I have the perfect answer. Instead of making segments one by one on a turn, make one and split it up until you have a vertex where you want it. The new update allows you to slit up a segment without making it all weird and rough so you do that and then bank it the way you want it. This has worked SOOOOOO many times for me after I got the update and discovered it. PM me if you don't understand what I'm saying. I'm usually quite confusing when I'm trying to explain something like right now[approve]

Post May 29th, 2003, 11:09 pm

Posts: 210
Points on hand: 3,980.00 Points
Location: Wa, USA

I noticed that to smer, it works great, and it's not so much time consuming as it would be.

Post May 29th, 2003, 11:23 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

I used that once, there is no need for it, just bank a turn whle you enter it, build a COMPLETE turn segment but dont finish it yet, then take it out of the turn curving, but no roll, then modify the original full turn and voila, its original and perfect[:)]

Post May 29th, 2003, 11:54 pm

Posts: 48
Points on hand: 3,320.00 Points
I also user SMer's trick alot... very useful. Of course, if you want perfect turns, the purgatorium also rocks very hard...

Post May 30th, 2003, 4:30 am

Posts: 1983
Points on hand: 3,285.00 Points

Thats so cool i never even noticed that before.Now i can build better coasters


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