i'm not a 3d modeler or anything but Hogwarts Legacy (which was free on Epic Games for a while but idk about Steam) has a location in-game that is the same ruins that you see in HMCMBA. that might help work out some of the details. best of luck!!! love this ride and very hype for a recreation!
General Comments
1 to 20 of 1415Filter comments
Conolycoasterdesigns posted on September 15th, 2026
Ant_the_man posted on September 15th, 2026
I feel like some of the elements could use a bit more refining, but the concept is very very promising, especially for those like me who find FVD very daunting. One more suggestion, maybe try including some elements from recent Vekoma coasters.
Thank you for that feedback, the elements that are currently included are not the final ones. These are just for testing purposes, but i plan to add more including that of Vekoma.
Bro, this is like if Ron Toomer designed the coasters of the 21st century. This looks really promising though, especially for newcomers
Ant_the_man posted on September 15th, 2026
I feel like some of the elements could use a bit more refining, but the concept is very very promising, especially for those like me who find FVD very daunting. One more suggestion, maybe try including some elements from recent Vekoma coasters.
Thank you for that feedback, the elements that are currently included are not the final ones. These are just for testing purposes, but i plan to add more including that of Vekoma.
I feel like some of the elements could use a bit more refining, but the concept is very very promising, especially for those like me who find FVD very daunting. One more suggestion, maybe try including some elements from recent Vekoma coasters.
Hey everyone,
This is an early testing build of a tool I've been putting together:
a drag-and-drop track designer for NoLimits 2, aimed at giving you
FVD++-style versatility without FVD++'s learning curve. You build a
ride from a palette of named elements (including real manufacturer
elements - B&M, Arrow, RMC, Intamin/Mack), watch it update live in a
3D/2D preview, get a live estimate of speed and G-forces as you build,
and export straight to a format NL2 can import.
This is early. I want it broken by real NL2 users before I call
anything final. If something looks wrong, feels wrong, or you just
wish it worked differently - please post about it.
IMPORTANT FIRST: Track Spline import in NL2 (Coaster tab -> Import ->
Track Spline, which is what this tool exports to) appears to be a
NoLimits 2 PROFESSIONAL license feature, not available in the
standard/Steam version. Please check that menu item exists for you
before relying on this tool - if it's missing/grayed out, the export
this program produces won't be usable for you, and that's worth
knowing up front rather than after building a whole coaster.
1.5
Oscar yeomans posted on September 2nd, 2026
I’ve been having issues when importing coasters from FVD into nolimits. When I’m creating a coasters with a longer train for example a vekoma mk101, it has a much greater mass and more momentum in nolimits, but fvd doesn’t calculate mass of longer trains and is more just the mass of a single point if you know what I mean, therefore when you export and test, g forces end up being much higher in nolimits 2
Vekoma has no MK101 only an MK1101
I’ve been having issues when importing coasters from FVD into nolimits. When I’m creating a coasters with a longer train for example a vekoma mk101, it has a much greater mass and more momentum in nolimits, but fvd doesn’t calculate mass of longer trains and is more just the mass of a single point if you know what I mean, therefore when you export and test, g forces end up being much higher in nolimits 2
Ijjywijjy12 posted on August 25th, 2026
Uhh
Systron I need help help bro.
https://drive.google.com/file/d/1ocH8AeXg2cCzDPFQyQsFkrIq-Mr3LI-l/view?usp=sharin
Hehe,
Yeah, so I never used the the logic blocks much so I don't know what they can handle and what not. Without seeing the full layout and all sections or other further information I can not help here. My first question is why you have to use scripted mode for this coaster. If the coaster does nothing special it is not needed.
Secondly, we should use this post here for questions concerning the launch kit only. If you have questions / problems concerning the game for which you want fast response I highly recommend to join the NoLimits2 Discord server (https://discord.com/invite/GxYCdCa) and post your questions in the "Questions" channel.
Cheers,
Systron
It will operate up to 6 trains and has 20 Inversions.
It's stuck and won't move meaning my "Brake Run 2" Locks you down
I know this isn't a Accel thing but you the only expert I know. It's a scripted system using the logic blocks and it isn't showing any errors
Uhh
Systron I need help help bro.
https://drive.google.com/file/d/1ocH8AeXg2cCzDPFQyQsFkrIq-Mr3LI-l/view?usp=sharin
Ijjywijjy12 posted on August 25th, 2026
NVM Fixed
Very good :) The kit is a bit complicated especially for beginners. I admit xD
Ijjywijjy12 posted on August 25th, 2026
Systron posted on August 25th, 2026
Ijjywijjy12 posted on August 25th, 2026
Also if it helps roll-back doesn't work and I use a transport system to help with the launch since it reaches 110 km/h without the transports but it needs 129 km/h
So normally you select the section which is the launch section. For this section you have to enable the launch option at the transport settings. Here you have to chose the launch acceleration. This launch acceleration has to be strong enough so that the train reaches your desired final launch speed BEFORE the catchcar reaches its roll out. The kit can not change the acceleration settings in-game. So increase this launch acceleration until you reach your desired launch speed you put inside the kit settings.
Another Idea: You can start the demo park (https://steamcommunity.com/sharedfiles/filedetails/?id=3603300382) and using the coaster which launches form the station to build the coaster you like and just deleting the other coasters. Then you have a coaster which works for sure and then you can build the coaster and surroundings as you like :)
Systron
With this I made it 252 km/h with 4.5Gs and it still wouldn't make it over. Also isn't the script logic built into the hydraulic system?
So is the max speed set at the section and the kit settings correctly?
The script logic of the kit just controls the launch section and the station section. Anything else is not controlled by the kit since it can not know how the rest of the coaster block system is designed.
Systron posted on August 25th, 2026
Ijjywijjy12 posted on August 25th, 2026
Also if it helps roll-back doesn't work and I use a transport system to help with the launch since it reaches 110 km/h without the transports but it needs 129 km/h
So normally you select the section which is the launch section. For this section you have to enable the launch option at the transport settings. Here you have to chose the launch acceleration. This launch acceleration has to be strong enough so that the train reaches your desired final launch speed BEFORE the catchcar reaches its roll out. The kit can not change the acceleration settings in-game. So increase this launch acceleration until you reach your desired launch speed you put inside the kit settings.
Another Idea: You can start the demo park (https://steamcommunity.com/sharedfiles/filedetails/?id=3603300382) and using the coaster which launches form the station to build the coaster you like and just deleting the other coasters. Then you have a coaster which works for sure and then you can build the coaster and surroundings as you like :)
Systron
With this I made it 252 km/h with 4.5Gs and it still wouldn't make it over. Also isn't the script logic built into the hydraulic system?
Ijjywijjy12 posted on August 25th, 2026
Also if it helps roll-back doesn't work and I use a transport system to help with the launch since it reaches 110 km/h without the transports but it needs 129 km/h
So normally you select the section which is the launch section. For this section you have to enable the launch option at the transport settings. Here you have to chose the launch acceleration. This launch acceleration has to be strong enough so that the train reaches your desired final launch speed BEFORE the catchcar reaches its roll out. The kit can not change the acceleration settings in-game. So increase this launch acceleration until you reach your desired launch speed you put inside the kit settings.
Another Idea: You can start the demo park (https://steamcommunity.com/sharedfiles/filedetails/?id=3603300382) and using the coaster which launches form the station to build the coaster you like and just deleting the other coasters. Then you have a coaster which works for sure and then you can build the coaster and surroundings as you like :)
Systron
Ijjywijjy12 posted on August 25th, 2026
How I fix this?
https://drive.google.com/file/d/1vywYoJXuSVOpd8FGYgdig8IaYUZkXV9U/view?usp=sharing
It refuses to return to station.
Since I read that you are new to the game I start with some basic info: First of all the "launch from station" version is just usable when the coaster is in scripted mode. So you have to achieve the remaining coaster control via writing a script yourself or use some other block logic kit like the 'Custom Block Logic Builder' from TheKadani (https://steamcommunity.com/sharedfiles/filedetails/?id=1552221913&searchtext=locig+block+builder).
If you have already done this:
What is the block state of the launch section and the station section shown in the F4 control panel when your train stops moving?
Also look at the demo park (https://steamcommunity.com/sharedfiles/filedetails/?id=3603300382) and/or the manual to make sure you set the coaster up as it has to be.
Cheers,
Systron
Also if it helps roll-back doesn't work and I use a transport system to help with the launch since it reaches 110 km/h without the transports but it needs 129 km/h
How I fix this?
https://drive.google.com/file/d/1vywYoJXuSVOpd8FGYgdig8IaYUZkXV9U/view?usp=sharing
It refuses to return to station.
