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wat do u want?

Discuss anything involving No Limits Coaster Simulation.

Post October 16th, 2004, 7:50 pm

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what types do you want to see in the next NL update?

in the next version, i hope they have:
1. flying coasters
2. 4D coasters (X coaster @ SFMM)
3. 6 seat hyper-coaster (like 'Goliath', also @ SFMM)
4. Wild Mouse coaster
5. (not so much):16 seat, 1 car (Superman, the escape ALSO SFMM.)
6. MOST OF ALL: Suspended SWINGING coaster!

Reply...

Post October 16th, 2004, 8:04 pm

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i say all of them they all need to be in the next update.they did say that they will be flying coasters and 4d coasters in the next update.

Post October 16th, 2004, 8:36 pm

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Coin-Up coaster, that was such a great joke...:| I think they should add it in

Post October 16th, 2004, 9:02 pm

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once again, i think that user-created 3ds train import should be implemented.

Post October 16th, 2004, 9:04 pm

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4d, Vekoma and B&M Flyers are a must. Wild Mouse's mabye, i dont see a great need for the Giovanni and the S:TE coasters, you can practically make the same thing, just a different train. Yes Arrow suspended coasters NEED to be on there, but i heard from a computer genious that it's hard to program them with the free rotation on the cars, but they are so fun to ride (BBW!)

Post October 16th, 2004, 9:25 pm
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even if the swinging is done crappily, like on SM and RCT, they still should have it, we could pretend that it swings realistically.

Post October 17th, 2004, 3:55 am
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i think they should add the vekoma tilt coaster( http://www.vekoma.com/rides_thrill_mega ... oaster.htm ).
If also that you even can adust the tilt time, the angle of the tilt. like such things, or maybe you even can make it tilt, and then a backweards drop of, or that the segments rotates so it continu's the same track. in reverse...

or maybe they can add also the thrill lift( http://www.vekoma.com/rides_thrill_mega/thrill_lift.htm )
you can tell climb hight, speed, how long the lock before drop. Also some really nice idea's from them...

or how about adding drifting cars ( http://www.maurer-soehne.de/en/Amusemen ... ng_Car.htm )
It will drift in every turn and with something special on the track that it will return in origial state...

They can also add the x-cars ( http://www.maurer-soehne.de/en/Amusemen ... riants.htm ) Actually they should add all idea's from vekoma, maurer-sohne, etc... [:)]

Post October 17th, 2004, 4:16 am

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all of what has been said about, plus more track/train variations

Post October 18th, 2004, 8:43 pm

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3. 6 seat hyper-coaster (like 'Goliath', also @ SFMM)


Actaully, I'd think it'd be better if they used the arrow hyper, like Magnum, for example.

Post October 19th, 2004, 3:37 pm

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Post October 19th, 2004, 3:57 pm

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3DS car imports would be nice, so you could really do recreations of the rarer coaster types and some interesting coasters variants.

I don't thing they'd do swinging coasters unless they could do them right, which would probably take some reworking/expanding the physics engine a little. But it'd be fun.

I'd also like to see support for simple 3DS animations (I heard somewhere that's how the Vekoma motorbike restraints were animated, so it might not be too much of a stretch) and custom sounds, so you could have a more primitive sound for the wooden coaster lift and so on.

In my dream world I'd patch in the Python scripting language and expose an API to all the ride elements giving you real-time info on car locations and speeds plus full control of the breaking, launch and transport systems. Maybe even expose the sound, scenery and environment objects . . .

*sigh*

[:D]

Post October 19th, 2004, 4:09 pm

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4d's are boring. period. I have SM, and they will operate the same way (at least riding) and they are quite boring.

Personally, I Think Mauher Sohne (sp) Mouse/Spinning mouse should be included. Spinning around endlessly never gets old.

Post October 19th, 2004, 5:47 pm

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I beg too differ, Spinball Whizzer at Alton Towers for me was a let down. The ride was helluva painful, espiecaly as the train exits the brakes runs and slams you forward into the restraint. Plus the only reall layouts you can have with wild mouse coasters are compact ones. Huge 200ft wild mouse coaster would just be wierd and too unrealistic. I think the best thing that could be added would be a swinging coaster

Post October 19th, 2004, 6:03 pm
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i think 4d's and swinging would be coolest, but personly, i think they should just forget adding new coasters for the next update, and work on sounds and textures.

Post October 19th, 2004, 6:14 pm
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Maybe it would be a good idea if they just shoved every single ride type into it, then there wouldn't be a problem [:D] [lol] but sadly we live in the real world, so, i guess 4D coasters and Flyers [;)]

Post October 19th, 2004, 6:16 pm

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Post October 19th, 2004, 7:14 pm

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Other than all the types of rollercoasters, I would like to see a way to be building the heartline when you are placing control points instead of building the track. Say if you are placing a control point, the track would appear under it (or above or to the side depending on banking) instead of the track being put on the control point. To make a heart line roll, all you would have to do is make a straight heartline with increment banking and con roll on. I think it would be really neat to be able to switch between the two while making a ride so you could use the normal method for hills and build the heartline for rolls and turns.

Out of the original 6, the suspended swinging coasters sound would be my most wanted add-on.

Post October 19th, 2004, 7:35 pm
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I know of a sim hosted here that actually has that built into it's engine but it's not active for some reason which after a few inquiries it's a possibility to build the track and have it bank based on the heartline and not you have to shape your track to the heartline. But I'll keep the secret and knowledge hidden till it's announced or something.

Post October 19th, 2004, 7:36 pm

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flyers are a must, im sure 4D's aren't good cause your stuck in a flat chair, not flipping all around. Arrow swingers would be great, but make them good or dont do them at all. Wild Mouses arent the greatest coasters to me, you can basically make them now using the Schwartzkofts. You get custom train cars it'll make Golaith, and alot of rides, and be great for fantisy purposes

Post October 20th, 2004, 4:24 pm

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I wouldn't like having to make custom trains though. I'd like to see roads you can walk on and design, muiltiple coasters per scene, along with the roads (like how HR did it) and Make it easier with night mode stuff, like light sourcing and stuff. They should make everything involve less custom items since not everybody has the tools, time, and skill to create them.

Originally posted by Zazu Yen

3DS car imports would be nice, so you could really do recreations of the rarer coaster types and some interesting coasters variants.

I don't thing they'd do swinging coasters unless they could do them right, which would probably take some reworking/expanding the physics engine a little. But it'd be fun.

I'd also like to see support for simple 3DS animations (I heard somewhere that's how the Vekoma motorbike restraints were animated, so it might not be too much of a stretch) and custom sounds, so you could have a more primitive sound for the wooden coaster lift and so on.

In my dream world I'd patch in the Python scripting language and expose an API to all the ride elements giving you real-time info on car locations and speeds plus full control of the breaking, launch and transport systems. Maybe even expose the sound, scenery and environment objects . . .

*sigh*

[:D]



They're going to really have to fix the physics engine I suppose. Along with custom sounds, they should just basically improve toe curent ones (which needs alot of improving.)

Originally posted by WeeWeeSlap

I know of a sim hosted here that actually has that built into it's engine but it's not active for some reason which after a few inquiries it's a possibility to build the track and have it bank based on the heartline and not you have to shape your track to the heartline. But I'll keep the secret and knowledge hidden till it's announced or something.


Not sure if that's really possible. It involves alot of direction changing, so it would be very hard to implement if it's possible.

Post October 20th, 2004, 6:18 pm

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Originally posted by coasteragent99

Not sure if that's really possible. It involves alot of direction changing, so it would be very hard to implement if it's possible.

It's not much harder than showing the heartline in the editor, the only difference is the heartline is on the other side of the line you're building, and the line is the heartline, not the track. The banking would put the track onto a different side of the track and con roll would make the track straight between banking (not returning to center). The hardest part would be switching between the two, but switching may cause quality loss in the track.

...But I'm not the programmer for nolimits so what I said could be compleatly impossible. (too bad) [:(]

Post October 20th, 2004, 6:18 pm

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- 8 seater woodie
- Flying (switcable between vekoma or B&M.
- Arrow Suspended
- 6 Seat Hyper

Post October 21st, 2004, 4:20 pm

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Post October 21st, 2004, 5:43 pm

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What about the C.I. Cyclone? 24 riders / 3 cars = 8 seats. Plus the old senic railways, and most early 20's rollercoasters.

Post October 21st, 2004, 6:53 pm

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it also should be easier to make a dueling coaster (multiple coasters)

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