Guest Posted June 5, 2006 Posted June 5, 2006 ok here we are new updates for the track design without supports, i've done this for a reason so here it is for now yes them breaks are on a slant, so what so are the bullets, and talk about a low bend for now it has 2 loops and a zero g roll as you can tell, need to add some corkscrew yet and maybe a cobra roll and if i'm lucky a helix Thats it for now
coasterlover420 Posted June 5, 2006 Posted June 5, 2006 I like the colors! A couple things: 1. Don't put a brake run on a twisting piece of track. Realistically, that wouldn't work. 2. That zero-G roll looks like one of the custom elements from the game. Is it? That's it. Keep it up!
Guest Posted June 5, 2006 Posted June 5, 2006 don't put breaks on a twisted part of track, er........ look here http://www.rcdb.com/ig818.htm?picture=5 plus they are there for a reason, to reduce g-force. It isn't twisted alot so I don't think it would matter really the zero g roll is as you said, a element in the game I have also done more now which I will post once done
coasterlover420 Posted June 5, 2006 Posted June 5, 2006 Those are wheels. They can bend, but friction brakes can't. A small twist can really make a big difference. Try putting them on a straighter piece of track before that.
Loefet Posted June 5, 2006 Posted June 5, 2006 don't put breaks on a twisted part of track, er........ look here http://www.rcdb.com/ig818.htm?picture=5 plus they are there for a reason, to reduce g-force. It isn't twisted alot so I don't think it would matter really Those are a part of the driving system of that coaster, not brakes. If you have them there to reduce G-forces, then you have to redesign that part of the track so that you get rid of those. Brakes should be mounted straight with no twist what so ever. It doesn't look professional to have them any other way.
spaminacan11 Posted June 5, 2006 Posted June 5, 2006 Enjoy? I found no enjoyment riding this. Too much banking, some premade elements, major pumping in the loops, corkscrews, and cobra rolls. Very unrealistic. I didn't like the slanted brakes. I realize this is your first coaster, but it could be much better. Look at other people's rides. Get ideas and see how to really build a ride. I am yet to actually finish a coaster in No Limits. I ahve had the game since Christmas, and I am just now working on a coaster that I will finish and put up for download. I am trying to perfect the ride itself, and that is what you should do too. It takes patience, a lot of it.
coasterlover420 Posted June 5, 2006 Posted June 5, 2006 Ok......... 1. The station is curved. Use "I" 2. The drop is jerky. Try making it with one piece like I explained previously. 3. The entire ride overall is rough. Fiddle around with the nodes to make transitions smoother. 4. Try making loops with 2 pieces. 5. Use custom supports! 6. Design the track so that it doesn't need so many accelerator points. 7. Get rid of those twisted brake runs. 8. Definitely consider your banking. 9. It seems like at the end you just clicked "Connect" and considered it finished. That could easily be fixed with a flat 180 degree turn. 10. 12 inversions...Nice! I like the layout a lot! Consider these things and it will be a lot better!
Guest Posted June 5, 2006 Posted June 5, 2006 curved station, well the building isn't unless you mean when the train enters it, banking I ain't changing one bit, I like it so, hmm yeah, the break run after the loop yes I will agree, is a bit well, ya know, sort it next time, as for anyone who moans about premade elements I have some special words to say SHUT THE HELL UP, anyone thinks i'm spending 100 years making my own, phuh same for custom supports, and its only second coaster so like except errors. er..........what else banking yeah thats a must work on for definate, I will look into elementry more and node smoothing, looked smooth to me anyway, thats before the acceleration loop which is there on purpose so nah the ending with banking yeah i'll work on it. As someone mentioned to me before about having patients yeah you need it, alot of it as well
coasterlover420 Posted June 5, 2006 Posted June 5, 2006 How could you like that banking? It's terrible.
Guest Posted June 5, 2006 Posted June 5, 2006 easy the banking after two loops just need juts to go round that, wasn't too keen on ending though, personally as long as I like it, I don't care, just need to improve over time, but what I will do is some deep and I mean "DEEP" reaserch over the months, all I will say is wait and see I also noticed 90% of it is smooth, like drop, loops (premade on elementry) inversions and quite frankly if anyone thinks it rubbish to be honest I couldn't give a hoot, but will work on it, next time i'm on it
ShoubraStreet74 Posted June 5, 2006 Posted June 5, 2006 I understand this is your first track with Nolimits, but there were many obvious mistakes that could have easily been corrected. For the sake of simplicity, I'll just list them. 1. The station needs to be straightened out (block it and press "I" as has been suggested a few times, OR line up the pixels to the grid) 2. Brake runs should NEVER be banked, curved, or otherwise un-straight under any circumstances. You posted a link to friction wheels on a schwarzkopf coaster; that's just not the same. Even trim brakes are on a very small straight piece. The I button should be used here as well. 3. As advised earlier, you should have done the drop with one to two pieces. You made it with at least 4, which resulted in alot of unnecessary pumping. 4. I have no idea why the loops had con roll enabled, it just banked the bottom of the loop for no reason. Just to make it clear, con roll is only necessary with banking segments. rel roll is for setting the bank based on the previous segment, instead of what the program thinks is the "real" banking. Only necessary on the top halves of the loops and on vertical sections. 5. Heavy braking in the middle of the ride reflects a design problem. (Unless we're talking about MCBRs) Design the ride to take advantage of the speed, rather than killing the speed in order to make it safe. 6. The fact that you need all kinds of brakes, transport wheels, and LIM launches everywhere also reflects a design failure. Rather than forcing the train into acting the way you want it to act, take advantage of the existing momentum by manipulating the size and shape of the elements to make the most of the speed. 7. The area after the last brake and before the transport into the station looks seriously like it was thrown together in about a minute. 180 degree turns only need ONE segment, and should be taken at a consistant radius. One part of that turn caused the train to actually hit itself. Not good. Those are the basic ones. Don't worry about it, my first track was just about at the same level as this one. In time, it will get better.
Guest Posted June 6, 2006 Posted June 6, 2006 the station though looked ok to me, would you mind doing a screenshot of a propper station to see if I can notice it, all I did was ctrl and the station number 2 i think can't remember, when you said station was it as the train is going out or in
DeliriumTrigger Posted June 6, 2006 Posted June 6, 2006 ^All you need to do for the station is click the segment and press "I"...Stations need to be straight, just like the brake runs.
CP_RULES Posted June 6, 2006 Posted June 6, 2006 Here it is easy to see that the station is not straight. If it was, the track would have stayed in-between the two yellow lines I have drawn.
coasterlover420 Posted June 6, 2006 Posted June 6, 2006 it sounds a lot to me like you don't care much for NL. If you really cared, you would put more time into any coaster you make.
Guest Posted June 6, 2006 Posted June 6, 2006 too answer some questions 1 - Yes I will try and put more effort in BUT 2 - I do have other stuff to do which is more important 3 - At the end of the day everyone has to start somewhere 4 - Last lesson yes you have been using it longer than I have, which ok fair enough, but how the hell can you expect a less than 1month person to know every single thing on the program as I will say this right now, if you think so then ya wrong, good job a have some patients, anyway less of that, what i'll do is look at some designes, like the one below for example. Last question this construction kit here http://www.whizzkidsnolimits.co.uk/tools.htm is there anything similar but for free??? and this AHG thingy ma gog, how on earth do you use it? looks like to me ya need a maths qualification to use it
DeliriumTrigger Posted June 6, 2006 Posted June 6, 2006 4 - Last lesson yes you have been using it longer than I have, which ok fair enough, but how the hell can you expect a less than 1month person to know every single thing on the program as I will say this right now, if you think so then ya wrong, good job a have some patients I don't think anyone is expecting you to be perfect right away, but rather they're pointing out areas to improve, because thats how people learn. I can see how getting a bunch of negative replies may seem harsh, but all the other members are trying to do is help you learn.
Guest Posted June 6, 2006 Posted June 6, 2006 true, but I have problems with being short tempered, but as saying goes, all that sweat, blood, guts will be rewarded some day, speaking of which I haven't gave up yet, i'm doing a new one which will be better than that last one, yes its all premade elements but will be better at least breaks aren't on a slant or bend, i'll post a screen later
Stitch Posted June 6, 2006 Posted June 6, 2006 If you post your track I can make a tutorial showing you the parts that need work and how to work on them
Guest Posted June 6, 2006 Posted June 6, 2006 thanks, but I do need to learn the hard way, here are some new screenshots of a new coaster the above is the start a loop, cobra roll and a zero g roll. Below I have added a launch area, on purpose for the second part of the ride I have yet to add the Linear but will do tonight, more screens coming soon
CP_RULES Posted June 6, 2006 Posted June 6, 2006 true, but I have problems with being short tempered I find myself being the same way when I dont get the kind of comments I want, and I think you are handling this very well. I got NL about 4 months ago, and im already doing really well. Don't worry about your first few coasters, heck, I could post some of my early rides and they would be hillarious! I'm really glad to hear you are not giving up, and your new coaster is looking good. (Did you make that first drop yourself!? Me likey!) Keep it up, No Limits is one of those frustrating things that takes a while. (PS- a good tutorial about the AHG that helped me understand it can be found Here (read usage). A tip on the AGH is it wont make your track perfect, and it doesnt work on all tracks (if you AGH an air-time hill, it will completely mess it up b/c it will think the negative g's are from opposite banking, then it will invert it). Can't wait to see your newest track!
Guest Posted June 6, 2006 Posted June 6, 2006 everything is preloaded, at least the breaks aren't on a bend
Guest Posted June 6, 2006 Posted June 6, 2006 here is the newest update, the launch platform is complete this has nothing to do with the launch area but just thought I would post it, stright breaks
ShoubraStreet74 Posted June 6, 2006 Posted June 6, 2006 (if you AGH an air-time hill, it will completely mess it up b/c it will think the negative g's are from opposite banking, then it will invert it) All you have to do is color the spine on areas with negative Gs black and it'll fix that problem.
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