
AJClarke0912
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Everything posted by AJClarke0912
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What's up with your ground? The texture's all funky looking. Anyway, I'm interested to see how you pull off this ride. The inversions are certainly strange (in a good way), so it's a good way to try out your Newton skills. I like your Straight Geometry-based roll after the half-loop...it adds some "unpredictable" lateral G's that are definitely welcoming.
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Not a bad ride! The hills were mostly good and the banking was mostly good as well. Some odd things included the rapid slam of positive G's in the middle of the double-up and other parts of the ride. I think you were concerned about shaping the hill to be curved rather than extremely pointy, which is good, but that I think made you create the transition from positive to negative G's very rapid. One thing to try is to decrease the previous zone's time length, then increase your transition segment's time length. This will result in a smoother transition, if possible. If you wanted it jerky (because you were trying for woodie style), that's fine, but if you want to learn that technique of "good jerks" that's another story. The turns were pretty good but I felt that some time spent in Multi-Zone would help make the turns better and more flowing. Try using multiple Vertical Force zones all contained under one lateral (if you're not using laterals at all, like in your case) and one roll zone. Then change the bank of the one roll zone and you'll see that you can achieve in creating new styles of curves that make your idea in your head actually happen. __ Finally, if you used force-zones in creating the lift, then there's an easier (and better) way to make lifts. Try using Curved Geometry in the 90 degree and -90 degree DIRECTION (direction setting in Curved Geometry; Newton2) and adjust the ANGLE to about 30 degrees, and make the lead-ins and lead-outs rather small. Notice a difference when you ride? It's not pumpy...it's a perfect circular arc going up or down. If you did use Curved Geometry that time, then you might have the lead-ins and lead-outs set too high or the radius too small. Your Newton2 grasp is going pretty well, and I like how you strayed from the dreaded 4G, -1G, 4G, -1G syndrome that plagues many of the current Newton coasters I see. Interesting layout too.
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This has my ears perked up...I *hope* I could steal a win with this contest! **And if you've never seen realistic rides with Newton2, then look up "Daboia" or "Intimidator 305 Recreation" on YouTube (by Richard Lerwill and A113, respectively). Both show that, with proper knowledge, Newton makes realistic rides. Besides, it's the REAL principles (watered down for the average user) that coaster designers create their rides. Newton gets closer than handbuilding, that's for certain.**
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Wing-Rider [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
^There's one point in Algebra II in high school that when you learn graph types you say (to yourself) "Hey! That's how Newton works!". Newton is all graphs with pre-calculated forces and curves. All you have to do is move sliders (the tension/magnitude of the graph), so it's extremely watered-down from other programs like Redunzelizer's "Infamous" Prefabrication Purgatorium. In Purg, you have to start with no track and make formulas from scratch to construct things that RESEMBLE a layout (unless you're Red himself and can actually understand it ). Newton is so watered down..............which I particularly like! -
v1.55 is long gone. The physics are outdated as well as the G-force accuration. NoLimits is on v1.72, and v1.6 was such a big upgrade that it actually costs $30 (rebuying the game basically). So if you are looking for the next update, you're way behind and should just go to the NoLimits site and go to the "BUY" link and buy it again (which you will then be provided with the download to v1.72). If you are not wanting to buy the big update and just stay at v1.55, well, maybe the NoLimits team doesn't support v1.55 anymore due to it being 5 years old and out of date, further pushing users to buy v1.6 and move on. All I can say is that it's probably not available anymore.
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Wing-Rider [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
I'll review it when I get home Friday. -
Custom NoLimits Stations
AJClarke0912 replied to Sasquatch's topic in Roller Coaster Games, Models, and Other Randomness
Ummm, wow! I'll know who to contact when I get home from Florida because I really need stations! -
Coaster - Rage [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
Well I'll be in Florida from tomorrow at noon until Thursday, so I won't be able to get a good look at it but go ahead and post it anyway; maybe someone else can help. -
Coaster - Rage [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
It's an easy way of checking clearances for your ride. In the editor, you highlight the whole track, double click it, and set all of it to tunnel mode. Then, you go through riding the coaster, and if you see any obstructions (things that go through the tunnel's walls), then you have a clearance issue. NOTE - some obstructions are okay, namely the ones that are below the cars of the train. Also, SOME people accept that if you have two tunnel areas (but not track or objects) colliding in the same block, it's okay, but that area is kinda sketchy (aka I'd just stick to no obstructions above the car). -
Redline Park [RCT2]
AJClarke0912 replied to QueerRudie's topic in Roller Coaster Games, Models, and Other Randomness
Wow! The colors are epic. And I'm liking that splash boats you have there, nice way of making a pyramid! This park rocks! ^Just saw the new post, and I'm looking forward to more of this park! And Redline Park: Asia? I really wanna see you pull this one off! -
Coaster - Rage [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
^Well, if a multi-zone force segment has no sub-sections, it's the exact same as if you just put down a single-zone force segment. What truly makes things multi-zone is if there are overlapping sub-sections like you said. Anyway, one thing I did like was that you varied the forces (a little, but I did see it). For instance, there were some parts that had a 2G sort of pause before cresting a hill, not just 4G -1G 4G -1G etc. -
That sums it up for me!
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Wooden Racer Model
AJClarke0912 replied to DLDude's topic in Roller Coaster Games, Models, and Other Randomness
Custom Comet from CD? I've never seen that before! Seriously this is awesome...I can't even imagine how you did it! -
Well I'm on...I might have to start adding people...
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Coaster - Rage [NL]
AJClarke0912 replied to inflameswetrust21's topic in Roller Coaster Games, Models, and Other Randomness
You seem to have a decent grip on Newton, as in you're creating track layouts that make a little sense in what you're trying to achieve. Really, the negative G's killed this ride...they were horrid at the end (which means you might need to change your friction setting, or make the forces much lower when designing those hills; I personally for woodies stick with -0.5G on all my hills). Also, there were no lateral G's, which are pretty standard on woodies. The NNS (Newbie-Newton-Sway) was very prominent, and something that needs to be changed. One thing that'd greatly help would be designing by multi-zone forces. Now, I know multi-zones look scary, but you have to try them at some time or another, as they are key in making a good coaster. They could be something as simple as a 1G-4G vertical force zone, followed by a 4G-4G vertical force zone, and banking all of it. The thing that makes multi-zone good is that you can apply a bunch of vertical force changes while making the bank change at a single constant roll. Once you understand multi-zones better, then you can get much more realistic shapes and inversions within minutes. Also, try using sextic transitions; for vertical forces and possibly roll changes. When you are in a curve at say, 4G, and you want to roll to turn the other way at 4G, try (with a single zone even) using a sextic vertical G transition set to -3 (or 1G). A sextic transition makes the beginning and end forces the same, but the middle is the change. That way, you get a smooth transition with a more prominent heartline, or even a small hop from one bank to the next if you choose G forces around 0G or lower. It'll make your layout way more interesting AND realistic. Finally, another point to bring up: don't use invisible friction wheels to go to the lift or through the station, especially for woodies! Before starting a wooden coaster, go to the initial settings in Newton and set the initial pitch to -2 degrees (or something like that) and turn off friction wheels for a good out-of-station roll. From there, you can curve around at a slope with the train rolling (be sure to flatten the bank too with the large "roll" slider at the bottom) and use another curved geometry piece to curve up from the 2 degrees and continue into the lift all in one motion. To sum it up, watch the forces, try multi-zone (because the single-zones create that dreaded NNS), try different transition types (especially to fix the banking transitions with sextics), and don't use invisible friction wheels! Hope any of this helps. As you can see by my title, I know quite a bit about Newton compared to most other average users. -
I see a lot of common interests in Forza 3...that could be another possibility in the pile-up of Reach and MW2.
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Kentucky Cove [RCT2]
AJClarke0912 replied to Arrow Fan 13's topic in Roller Coaster Games, Models, and Other Randomness
The woodie needs some wide supports. Other than that, awesome! It would totally beat out SFKK! -
Haha, I figured it'd be easy. Chroniq got it. Nice.
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<= my tag.
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That would be sweet. I was always hoping for this. In fact, this Friday would be a good opportunity.
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RCT2 Lost Objdata Help Thread
AJClarke0912 replied to Stoksy's topic in Roller Coaster Games, Models, and Other Randomness
^Post links here if you can, because I think we'd all like some custom rides! -
RCT2 Lost Objdata Help Thread
AJClarke0912 replied to Stoksy's topic in Roller Coaster Games, Models, and Other Randomness
So, I was wondering if anybody (looks at dmaxba...haha) knew what the RCT chain lift sounds were named? I'm hoping to know for all the known chain lift and ride-in-motion sounds were because I'd like to use them in NoLimits with the additional information about NL Environment editing released recently. I'm hoping to replace the lift sound (namely B&Ms) from the standard clicking to the realistic sound (RCT has some good sounds). Also, the B&M roar is present in RCT, but not NL. I was hoping to know what all these sound files were named as (again, mainly B&M but I'd like the Arrow chain and some others), as well if they are possible to open in a program and listen to (so I could change it from a .DAT to another type of audio file). If all this is possible, that'd be amazing. I'd LOVE to get the B&M roar into NoLimits. Like really. -
Xbox? Like the original one?