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ride_op

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Everything posted by ride_op

  1. The build area in NoLimits 2 is nearly a full square mile and is around 1600 feet high. The maximum launch speed is higher than the fastest real life coaster. You can build Formula Rossa supported entirely by full size Stratosphere towers if you really want to. -Ride_Op
  2. We are building custom clearance envelope frames that will attach to each train using a custom script. All you have to do is add the script object next to the train you want the frame on and it will attach the correct clearance envelope frame for the train at hand. That will make it much easier to detect hits than using the tunnel test! It will not detect collisions for you though. -Ride_Op
  3. It's also worth reiterating that both the Standard and Pro versions contain the same editor tools. Owners of the Pro version will not have any advantages toward making "better" parks and coasters. -Ride_Op
  4. Probably, and if not then probably not too long after. Right now we are only building and testing the regular and pro versions. Final details are pending. -Ride_Op
  5. Support beams are offered in a wide range of real life sizes with actual dimensions (8" tube, 12" tube, 6x6 L beam, etc). If the huge range of pre-set sizes don't work for your needs you can customize the size. The support sizes are accurate to real life options and real life steel tube dimensions. Yes we will offer a demo. -Ride_Op
  6. Pre-fabricated supports include flanges. When you make your own supports the flange is not automatically placed, but placing them manually is easy. You can place beam nodes, open the supports panel, then flag that beam node as a flange. It will automatically become a large enough flange for the pipe it is attached to complete with bolts. Yes, support beams are all measured in real units. -Ride_Op
  7. Yes, all 3D objects can be scaled including the trees. And yes we offer 3 different bent spacings for you to choose from. -Ride_Op
  8. NoLimits 2 features proper underground tunnels that cut through the terrain. This trouble still remains though and it's due to how the wooden support builder works. The wood support generator builds from track height to terrain level. When you go into an underground tunnel the terrain is now above the track, resulting in structure being built up. We've made many enhancements to the wooden support generator, but this may still pose a problem. The easy and quick solution is to uncheck the flag to build supports on the segment of the tunnel that goes underground. The slightly longer solution is to delete the offending supports. At the moment there isn't. I can understand where you're coming from on this though and it's something we can think about for a future update. NoLimits 2 supports and imports .nlelem files along with element files for NoLimits 2. -Ride_Op
  9. NoLimits 2 offers an overlay feature so you super impose an image on top of the viewport. That should help cut some of the steps out. At the moment we don't have a method to import terrain height data, however our professional clients have expressed interest in this type of feature. We will explore the options available after release. -Ride_Op
  10. There are 37 styles to choose from in NoLimits 2. We have yet to reveal 2 so far unannounced trains and have not yet shown the B&M Flyer or the remaining wooden coasters. Wing coasters and El Loco did not make the cut off point where we had to stop adding trains so we could finish. We plan to keep providing updates to add additional train styles as we go along. AJ, not sure yet, we have not tried it. We are focusing on running NoLimits 2 normally and testing it as such. We are getting closer every day! -Ride_Op
  11. The wooden support generator isn't smart enough to know where the high g-force areas are, however you have the option to select 3 different bent spacings that came straight from one of our industry partners. When lined up properly the wooden support generator should re-use the same structure. -Ride_Op
  12. 1- The problem wasn't the fault of Bezier curves. The problem comes from how banking is setup. When you bank the track at 30 degrees to the left, it banks 30 degrees as compared to the plane of the ground. When you go vertical you are no longer working in reference to the ground, which is why things get screwy. Relative Roll is the solution for that problem in NL1. In NoLimits 2 the banking works differently so we have a different control in place. It's not Relative Roll, but it accomplishes much the same function. 2- NoLimits 2 can import NoLimits 1 tracks and elements. Any FDV++ files can be imported into NL2 just fine. That said NoLimits 2 has a new FDV style option for building track that you will want to check out! 3- Yes, Wood Magic received upgrades since NoLimits 1. Wooden beams are now sized accurately to how they are cut in real life, and we have enhancements and fixes to the wooden support generator. The results are much more realistic! 4- Yes, you'll be able to look at the heartline values for each coaster type. You'll have a few options for heartline: track height (centered between the rails like NL1), default for the style (varies based on the coaster type chosen), and custom (set your own value). 5- Not at the moment, though we are always looking for new features to add in future updates. Of course if any of our professional contacts ask for it we'd be happy to add such a feature. -Ride_Op
  13. You are correct. The basics of a track segment moving with a train on it already exist. It will not be too difficult to set up drop track. Once NoLimits 2 is finished we can tackle some of those wish list items we had to push out to the other side of the "no more new features/trains" line. We're working on preparing more tracks to include and deep into testing. There isn't that much left to implement! -Ride_Op
  14. The Tango project served to demonstrate how powerful the scripting engine of NoLimits 2 is. It's also quite a beast and not the most optimized way to do everything. It works great as a proof of concept and we'll probably make it available. Time is our main enemy for producing a wide variety of flat rides. However, we'll certainly demonstrate how the scripting works for people who want to make their own. Then, once a flat ride is built, it's as easy to add to your park as adding a tree. Select the object from the scenery menu, place in park, and done. Mac release is TBD. PC release should be out before the end of the year. Once it's finished we can work on porting it over to Mac. Vertical drop tracks like Verbolten fall on a list of items for a future update. We weren't able to get everything in the initial release and have that release happen this year. We will keep adding to it though! We're sure you won't miss those while you spend time exploring all the cool new train styles and easier hand building method. -Ride_Op
  15. Thanks! I've been around for a long time...whew Danimation takes me way back! The pro version provides enhanced media creation tools with additional features for screenshots, video capture, and more. Core building methods remain the same. As we get closer we'll spell out the details of what is different. It will be possible to upgrade from the regular to the pro version without buying a separate pro license. Final pricing details TBD. We aren't sure about the final release date, but we are working our fingers off to make sure we get NoLimits 2 released before the end of the year! -Ride_Op
  16. To be honest we haven't tried to script that behavior yet. Superman's full circuit multi-launch would take some experimenting to try out. Full Throttle's setup should be easier to pull off since the station just has to act like a normal station. Oh by the way, Hi folks, Tom from the NL Dev team here as well. I've been lurking for quite some time and finally made an appearance. I'll be here to answer questions and help support NoLimits 2 along with Phyter. I'd like to underscore that people should not be afraid of the complexity offered by NoLimits 2. Just because you can do scripting, elaborate scenery, and complex math-based building does not mean you have to. If you want to make regular coasters by hand you'll find the editor has all the tools you need and is very easy to use with a little practice. The results are very what you see is what you get. Moving the vertices around bends the centerline of the track how you like. Roll nodes are placed to automatically rotate the track about the heartline. I am a hand builder and I've been able to make much better tracks with NoLimits 2 than I ever have with NoLimits 1. You guys are gonna like it! -Ride_Op
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