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Just like the title says...

 

Firstly, I'd like to see:

- Bobsleds/Suspendeds (in a "swing physics" update)

- The new Vekoma trains (four seat or two)

- B&M Flyer (already happening)

- Morgan/Arrow hypers

- some rides from TOGO

 

I know all these really won't happen, but it'd be really cool to see them. How about you?

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For NL2, I would hope to see...

 

- New Intamin Trains (newer styled OTSRs and straps)

- Giovanola Cars (Hyper and Invert trains)

- Arrow 4-D Cars

- Tubular Steel Tracks (Arrow mine train, Gemini cars)

 

A suspended style would be amazing to play around with in NL too, i'd love to see that happen!

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^That Intamin OTSR train thought would be a good idea, especially considering lots of people use that hyper type.

 

Now, the ability to make CTR's and tracks would really help, and possibly ease the NL2 team from making so many coaster types.

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Swinging Coasters and the ability to make your own track and car types.

 

That would pretty much wrap up the whole package for me.

 

Bingo.

 

Oh, and for a coaster to show more wear and tear the more you ride it.

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Oh, and for a coaster to show more wear and tear the more you ride it.

 

I'd want more of an age simulator - put in a time in years and it would adjust the condition of the coaster accordingly. That way you can still test it however many times you want and still have it "new" when it's finished.

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Oh, and for a coaster to show more wear and tear the more you ride it.

 

I'd want more of an age simulator - put in a time in years and it would adjust the condition of the coaster accordingly. That way you can still test it however many times you want and still have it "new" when it's finished.

 

Which is exactly what I meant

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I'd also like to see the ability to add multiple coasters to a "park" and perhaps include 3ds in the game to create a sorta park environment. This would be awesome! Seeing how tons of people already make a park environment with 3ds on one coaster, I could see people going all out and theming an entire park to death.

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I know it seems silly, but I would like to see a bit more noob friendly approach to building the actual coaster. More of a RCT meets close to real life kinda deal.

 

The development team has mentioned a *slightly* easier way to hand-build (vertices controlling the heartline instead of the track). However, there will never be an "RCT3 meets real-life"...RCT is easy because it is very limiting and unrealistic. Designing real coasters isn't easy, so NoLimits isn't exactly easy (but of course WAY easier than making a real ride). There are other ways to build in NoLimits like Newton2 though...

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I know it seems silly, but I would like to see a bit more noob friendly approach to building the actual coaster. More of a RCT meets close to real life kinda deal.

 

The development team has mentioned a *slightly* easier way to hand-build (vertices controlling the heartline instead of the track). However, there will never be an "RCT3 meets real-life"...RCT is easy because it is very limiting and unrealistic. Designing real coasters isn't easy, so NoLimits isn't exactly easy (but of course WAY easier than making a real ride). There are other ways to build in NoLimits like Newton2 though...

 

 

I feel like the whole process could be easier. Not just "Flat to Lift Hill" but more of a "Flat to lift hill" transition where you can change the angle, length, roll, whatever you want. I like the depth that NL grants me but just building the coaster is more strenuous than actually putting it all together. Sure Newton does good but I have a very little idea as to what any of the details mean.

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In Newton2, you don't really need to know what they do. Trial and error and frustration seems to start you off right. If say, you want a normal transition, Quintic, a bump, sextic, and look at the tiny images showing the type of transitions. If you're building a loop, best not to use the one that just goes up...it needs the bump.

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^The problem is that its very difficult to work a program like Newton2 by memorizing "If I want to do x-element use y-configuration." You need to actually understand how the forces and durations you input will affect the train and thus shape the track.

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^ Yes I know... I've just been playing with it recently and I'm sort of understand what all this stuff means and how it shapes the track. I'm still confused on how some of the stuff works but I know what it does. If that made any sense. I'll think I'll understand when I move into higher math courses at school and they actually teach this stuff.

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I know it seems silly, but I would like to see a bit more noob friendly approach to building the actual coaster. More of a RCT meets close to real life kinda deal.

 

The development team has mentioned a *slightly* easier way to hand-build (vertices controlling the heartline instead of the track). However, there will never be an "RCT3 meets real-life"...RCT is easy because it is very limiting and unrealistic. Designing real coasters isn't easy, so NoLimits isn't exactly easy (but of course WAY easier than making a real ride). There are other ways to build in NoLimits like Newton2 though...

 

 

I feel like the whole process could be easier. Not just "Flat to Lift Hill" but more of a "Flat to lift hill" transition where you can change the angle, length, roll, whatever you want. I like the depth that NL grants me but just building the coaster is more strenuous than actually putting it all together. Sure Newton does good but I have a very little idea as to what any of the details mean.

 

Newton2 is more about exact numbers if that's what's easier for you, but the idea adjusted from yours that involved tweaking vertex handles by increments, that could be helpful as well. But those are just my thoughts.

 

As for pre-built "Flat to Lift Hill" pieces that you tweak, well, we'd be back to the non-realistic flow of RCT. I mean, you'd at least be able to do more than go in the 8 general directions, but transitions between two elements are never the same. If one "Flat to Bank" was perfect in one turn, if you "pasted" it in another situation with a higher speed and slightly different angle, it'd totally be messed up, even after tweaking the length and such of it. If it got REALLY far into making things realistic, you'd ACTUALLY arrive right at Newton2, which builds in segments that you adjust by degree, force, time, snappiness, etc. Your idea is like a less complicated version of Newton2, but I'm not so sure it'd work well.

 

I can perfectly picture what you're saying, especially because it is similar-(ish, mind you) to an Elementary+Newton2 baby, but overall in my opinion it just wouldn't work out in the end. It's a good idea though that could work if done really well but it might over-complicate things right back to the Newton2 level of building because there would have to be SO much to tweak and calculate (calculating that the program would do, not you) to make it an acceptable fit in your ride.

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