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Weird Nl problem

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Post April 3rd, 2008, 10:07 pm

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Ever since my computer crashed ive been dealing with this annoying problem in the NL editor. For some reason I cannot make a track peice more than 90 degrees vertical. Here is an example of the problem...

Image

Every vertice in that pic is at 0 degrees banking.
Its pretty annoying because right now im attempting a eurofighter and its being a pain in the butt, even after I put it through the ahg.

Anyone know whats up. Is there some little odd this in a menu im missing or something?

Post April 3rd, 2008, 10:11 pm

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Post April 3rd, 2008, 10:25 pm

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Post April 3rd, 2008, 10:40 pm

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Post April 3rd, 2008, 10:44 pm

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Just a thought... Perhaps the problem is being caused with the new NL 1.6 version. Uninstall 1.6 and reinstall NL 1.5 and see if that cures the problem. I've noticed some changes in the way NL 1.6 loads some of my tracks and runs them slower if I load them inside the editor. For example, one track I load in the editor runs very slow down to 14 frames per second. When I load the SAME TRACK using the NL start up Icon, the frame rate increases to 45 fps. Go figure. That's what makes me think your problem is with the new NL 1.6 version.
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Post April 3rd, 2008, 10:55 pm

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Originally posted by SFMM homie

Why dont you just bank it?


I thought the same thing but there are some other problems that still stick around once put through the ahg and stuff. It like fluccuates in the banking wherever it goes inverted

Post April 3rd, 2008, 11:39 pm

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True... well, then I would make it not exactly vertical on the vertices... I know with your skill, you can make it work.

Post April 3rd, 2008, 11:40 pm

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Is the straight part perfectly vertical? Shouldn't be.

Post April 4th, 2008, 12:28 am

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Ah man im just going to keep messing around with it until I figure it out. Its just annoying because the beyond vertical drop gets way messed up but I can just get around it somehow hopefully. Thanks anywhayyss homesauces

Post April 4th, 2008, 2:26 am

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What if you do a beyond vertical drop using this method? Does the track still flip?

Image Insert:
Image
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Post April 4th, 2008, 2:41 am

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Post April 4th, 2008, 2:51 am

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Meh I just cant seem to get the ahg to spit out a proper eurofighter beyond vertical drop. Meh im in no rush though so ill figure it out at some point.

Post April 4th, 2008, 6:18 am
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just... dont AHG. Or if you absolutely must, use the AHGer where you can colour segments so they dont get AHG'd.
If you send it to someone else, see if they get the same problem with it- just to double check your editor isn't messed up.
Image

Post April 4th, 2008, 6:28 am

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Yeah it's probably easiest not to use AHG on Eurofighter style drops. Just stitch the track together at the bottom.

Post April 4th, 2008, 8:11 am

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I have the same problem. Just off-set the angle to like say 92 degrees or so that the two nodes are bearly straight.
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Post April 4th, 2008, 1:11 pm

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The only problem with stitching it back togehter at the bottom is there will be a jolt from the differences of the radius of the non ahg'ed part (the drop) to the rest of the track.

I figured out my editor isnt messed up, i just had to get over some minor odd glitchy things that dont really matter. Now its more just the problem of ahg'ing a euro drop.

Post April 4th, 2008, 1:44 pm

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What you are experiencing is probably a tangent function error. If your relative roll is switched on for the 3rd and 4rth vertices but it gives a problem at 90deg like yours does then the best would be to send this topic plus you?????????re machine details to the NL team.

Which OS are you running BTW?

Post April 4th, 2008, 1:53 pm

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XP
Im not worried about the weird little glitches anymore, now its more just dealing with the ahg of the drop, which im guessing happens to anyone when they make a eurofighter drop with fvd's

Post April 4th, 2008, 2:08 pm

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Its not fvd's that can cause the problem in ahg but the angle of the drop in general. AHG just doesn't support 90deg drops because of many calculation reasons.

Post April 4th, 2008, 3:04 pm

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Indeed.. I was working on a diving machine a while ago and then I noticed that the AHG just doesn't work with 90deg drops. I searched for it in the forums over here and I did found some topics. If I'm not mistaking the discussion was about Black Halo and how the heck Wingover used the AHG on it. There where some suggestions in that topic, so maybe you can find what you need over there :)

Post April 4th, 2008, 7:32 pm

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The thing is that near vertical to beyond vertical drops generally have no vertical forces acting upon the train, so the AHG has a huge ammount of trouble with them. I usually leave near vertical to beyond vertical tracks like I built them, and then AHG the rest of the track.

It's a pain because you want everything to be the same radii throughout, but a bit of tweaking can lead to a very smooth transition from non AHG'd track, to AHG'd track. You can see how I did the drop on my eurofighter, The Extreme.
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Post April 5th, 2008, 11:15 am

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It's a general problem, not only for AHG, but also for NL.
Which way is "up" from the trains point of view when the track itself is vertical? You simply can't tell. So there's also no way of calculating the banking. That's also the main reason why there is relroll in NL.
There's two simple solutions:
1) Don't use AHG on vertical drops
2) Don't go exactly vertical, but rather stay at 89.9?????????

Post April 7th, 2008, 3:24 pm

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Thanks for the help everyone. I think I might have figured out a way around it though. Im going to take the drop portion and rotate it in the purg, then run it through the ahg, then re-rotate it back to the regular way. That way I can avoid having this annoying banking problem (hopefully) and also avoid having the small difference in radius problem I would encounter if I just stitched the ahg'ed portion to the drop.
Ill tell you have it turns out haha.

Post April 7th, 2008, 4:07 pm

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AHG + Beyond vertical drop = problem.
I've tried.
X2 ??? Intimidator 305 ??? Millennium Force ??? Iron Rattler ??? El Toro ??? Fury 325 ??? Maverick ??? Skyrush ??? Twisted Timbers ??? Voyage
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Post April 7th, 2008, 4:09 pm

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