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The Official NoLimits/NL2 Help Thread


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Does anyone have a suggestion where and which one I should get because I see you guys talk about different versions...being that I dont think its safe to just google something and click a link and download a virus...

 

I checked that the first one was the safest, Nolimits-exchange is pretty safe. And there is one version of Newton2, there is a Newton1, but it has become second-best. Really, just play with it after watching and copying the tutorials.

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Also, remember this:

 

Entropy's tutorials are NOT(!!!) the end-all-be-all way to make an element!

 

I've seen many people copy and paste exactly what he does in his tutorials into their ride, and don't understand why it doesn't make a perfect cobra roll or corkscrew or whatever. Your element WILL be constructed differently than how Entropy did it. His tutorials just give you a (very smudgy) map in a brand new world. It's your job to fill it in and learn the ropes.

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Speaking of Newton2...

 

I have recently started fooling with it. I get the basics, like making a standard loop, camelback, etc, etc.

 

I'm trying to make a Schwarzkopf-style coaster with a curved lift section and a twisting "psycho drop". The problem is, I'm having trouble making the drop look and feel realistic.

 

For the curved lift, I've been using two sections of curved Geometry with no lead-ins/lead-outs making a 180 degree turn, followed by a straight geometry section. The problem is, when I make the straight section, the curved sections always end up making an arc of over 180 degrees, aiming the straight section in the wrong direction.

 

Then, for the twisting drop, I've been attempting to use multi-force with 4.5-5g at the bottom, but I can never make the drop a wide enough radius - it always wants to twist very awkwardly downward.

 

Does anyone have any suggestions as to how I should go about constructing those sections?

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For the lift- play with the second curved section until the straight segment lies as close to 180 degrees as possible.

 

Drop-twiddle with it for month until it works out. haha. Schwarzkopfs really can't be made right in Newton2 because that technology didn't really exist at the point to make it perfect. Beziers will [eventually] give you the desired effect.

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Hey guys! So I just yesterday finished a coaster I had been working on for almost two months, and starting doing supports today. I spent an hour and a half doing supports, so I was pretty stoked on how it was turning out. Then I went to go pull it up in the simulator, and accidentally replaced the file with a BLANK TEMPLATE! Soooo, I was wondering if there is ANY way I can recover my coaster, cause now it's all gone! Luckily, I did save a version of it where it was almost done (just needed a helix and brake run) but I just want to know if there's any way I can get the other file back.

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Hey guys! So I just yesterday finished a coaster I had been working on for almost two months, and starting doing supports today. I spent an hour and a half doing supports, so I was pretty stoked on how it was turning out. Then I went to go pull it up in the simulator, and accidentally replaced the file with a BLANK TEMPLATE! Soooo, I was wondering if there is ANY way I can recover my coaster, cause now it's all gone! Luckily, I did save a version of it where it was almost done (just needed a helix and brake run) but I just want to know if there's any way I can get the other file back.

Try a system restore, maybe?

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Speaking of Newton2...

 

I have recently started fooling with it. I get the basics, like making a standard loop, camelback, etc, etc.

 

I'm trying to make a Schwarzkopf-style coaster with a curved lift section and a twisting "psycho drop". The problem is, I'm having trouble making the drop look and feel realistic.

 

For the curved lift, I've been using two sections of curved Geometry with no lead-ins/lead-outs making a 180 degree turn, followed by a straight geometry section. The problem is, when I make the straight section, the curved sections always end up making an arc of over 180 degrees, aiming the straight section in the wrong direction.

 

Then, for the twisting drop, I've been attempting to use multi-force with 4.5-5g at the bottom, but I can never make the drop a wide enough radius - it always wants to twist very awkwardly downward.

 

Does anyone have any suggestions as to how I should go about constructing those sections?

 

Newton is a crazy beast to learn because a lot of the time you're uncovering how to make what it is you want to make by trial and error. Save early, and save often. Many times under different file names to help give you outs if you screw up on the current on. Many of my newton coasters have (RideName)1 through 30 depending on size and the amount of elements.

 

For the curved lift hill, do you have a small straight section to give it the right amount of pitch, followed by the two curved pieces of geometry, or do you have the two curves use the "direction" box to gain altitude?

 

Also, 4.5-5g at the base of the drop is quite a bit for a valley... If you're using it to also help direct the curve of the decent, you might want to play with lower forces throughout as any banked element will be "looser" with lower forces, and tighter with higher ones. Also, what amount of Roll value you have will also help with this.

 

I'm sorry if that isn't much help, I'm not keen on what a Psycho Drop should look like... and Google is just showing me some still images of a certain Hitchcock movie.

 

Edit: Is the drop after the 2nd block brake what you're talking about?

 

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anyone have the update 1.55? apparently the links on no limits site are dead (to that specific update).

 

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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Alright, I'm working on that X-car, and I've reached a Mid-point breakrun part. After the break run, I'm contemplating 2 things...

1. Add a high speed launch into an outside tophat

2. Add a launch and continue a twisted layout.

 

I'm partial to both, but I'd prefer the tophat just because it would be really unique. What do you guys think?

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Alright, I'm working on that X-car, and I've reached a Mid-point breakrun part. After the break run, I'm contemplating 2 things...

1. Add a high speed launch into an outside tophat

2. Add a launch and continue a twisted layout.

 

I'm partial to both, but I'd prefer the tophat just because it would be really unique. What do you guys think?

 

 

Top hats are usually used as first element. The reason for this is because the low speed over the top causes rollbacks from time to time.

If your train is halfway down the track and has a rollback, I might get stuck. Unless you set up the second launch in a way that it could relaunch the train over the tophat in case of a rollback (or E-stop)

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Edit: Is the drop after the 2nd block brake what you're talking about?

 

Yes, that's the one, and I figured out how to make it work. Thanks!

 

But...I'm having another dilemma.

 

I'm trying to recreate the Crystal Beach Cyclone's first inclined spiral (the one that's coincentric with the first turnaround) using Newton2, but I can't quite get it right.

 

The best result I have had was:

  • Using curved geometry to create a crest that levels off at 0 degree pitch at the hill's top
  • Using curved geometry with 180 degree angle and -45 degree direction, with roll at the bottom to eliminate lateral Gs

 

However, it creates a painful spike in lateral Gs at the very beginning of the section. The rest is okay.

 

Does anyone have any suggestions as to how I should go about this? I could be completely wrong about how to make it - I haven't used Newton2 for more than a few weeks.

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This has nothing to do with the last post, but, I am trying to create objects using the following method (I don't have Sketchup Pro)

1.Make model in Sketchup

2.Save as .skp

3.Exit Sketchup

4.Open Sketchup>select model

5.File>Export>3D Model

6.Save as .kmz

7.Exit Sketchup

8.Find .kmz file>right click>7 Zip>open archive

9.open model folder>put .dae file in model folder in a place with .skp

10.open fbx converter

11.convert .dae file to .fbx

12.change format to .3ds

13.convert

 

The .dae file comes with no textures, so the .3ds result doesn't come with textures either. Although I don't think it has anything to do with the converter (Autodesk FBX converter), but it might. I need help getting the texture on it. Any help would be appreciated!

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