UtahCoasterEnth posted on August 18th, 2023
Does anyone have a Paratrooper flat ride I could use?
U mean like the Intamin version in Toverland for example ?
Here u go : https://nolimitscentral.com/forum/topic/82
(it took me 1 min to find it)
UtahCoasterEnth posted on August 18th, 2023
Does anyone have a Paratrooper flat ride I could use?
U mean like the Intamin version in Toverland for example ?
Here u go : https://nolimitscentral.com/forum/topic/82
(it took me 1 min to find it)
Does anyone have a Paratrooper flat ride I could use?
Lots of people think that this contest has gotten so insane that there's no possible way to win without spending 3-4 years on a project with live actors on a green screen and professional voice over artists.
NOT TRUE!
Check out this list of 10th place (or bottom ranked) winning videos from previous mega roundups:
If you can make a nicely themed coaster (ideally with a story) and a sharply edited video of this quality level you have a good chance to win one of the control panels! And you still have time!
-Ride_Op
I'm not sure if this is possible but I figured I'd ask. I work with programming actual rides/shows and we have some new guys in the office and I find No Limits 2 to be a good training opportunity for people new to the industry. The only issue is that the scripting engine is not like the actual controllers used on real coaster. ie, Programable Logic Controllers, Industrial Computers, Show Controllers, etc.
My vision is that if I could make a script that controls the brakes, lifts, shuttle tracks, and any other ride/show components but doesn't contain any actual sequencing logic and instead references external controllers, then it would be possible to program the virtual coaster using a real controller and use that to control the no limits script. This way you'd have a completely non destructive way to experiment with block zone logic and other control logic.
In the past I was able to reference variables housed in other no limits scripts but I have not come across any way to reference variables in other script types. Does anybody know of a way to reference variables in other script types? I can likely come up with solutions to convert the data from controllers to more common script types so I figured I'd start by seeing if anybody has a way for that.
Here is an easy one to restart :

Hint #1 : Outside US
Hint#2 : It used to go backwards
Vekoma SLC Spaghetti Bowl with interlocking loops? Why not.





Welp. New project uploaded today. Finally came up with the name of the coaster at last. Enjoy the coaster everyone.
I'm just scared that this is going to go the same route as NLE. It's got me a little worried.
I use Google SketchUp. I start with at single wall. See what the length is clicking 1 time on the Station Block and and keep trying to make it fit.
I usually go into top view, and take a photo of the station area, and then put the image in Blender as a reference, and then model the station.
I have them.
Send me an email (see my profile) Subject : NL2 MK-1101 trains
The times I found a video of them, they aren’t “public”
Back when my Steam account was broken, and I couldn't pay for any games on steam. I downloaded software like NL2 directly from their websites. This means I'm now unable to install any creations or modpacks from steam workshop. Does anyone know a non-steam workshop download link for the block blocks mod?
Tomek posted on August 11th, 2023
Thats right
Please make sure your posts contribute and are necessary to the discussion, it keeps things clean around here! Not a moderator, however this forum's had a lot of low-quality posts lately.
Airboss posted on August 2nd, 2023
This is certainly possible. You can compute a decent approximation to the acceleration of a train as follows:
- For each frame, store the velocity of the train in a Vector3D. You can use the
train.getCarOrientationAndPositionmethod to get the direction the train is facing, and you can usetrain.getSpeed()to get the magnitude of the train's velocity. Scale the former by the latter and you will get a velocity vector.- Compute the difference between this velocity and the velocity of the train in the previous frame.
- Scale this difference by
1/tickto get an approximation to the acceleration vector of the train.Next, to break this up into vertical/lateral/longitudinal components, you can dot the acceleration vector with the desired component vector. That is, if you want to get the vertical g-force, take the dot product between the train's acceleration vector and the train's
upvector, which you can get usingtrain.getCarOrientationAndPositionagain. Finally, you need to account for gravity, which you can do by simply adding theycomponent of the train'supvector. Just make sure to account for the fact that the acceleration calculation is in units m/s, while the gravity component will be in gs.Then you can print out all these values, and they will be stored in the console, which you can access more easily with the
nolimits2_log.txtfile.
Thats right
Test
By using un-frozen support nodes & beams.
Simply use support beams in wireframe mode to measure the dimensions of your track 'channel' in the default station platform. When you click on the beam, it tells you how long it is at the bottom left of screen. Then just make a box in Blender to the same dimensions, and use that as a guide for your custom station platform. I use this method all the time, and 99% of the time it's bang on target. Then it's just a matter of doing test fits and fine tuning the end result till you're happy with it.
You don't need to use splines for this at all. And people who say you need to use them are wrong, lol.
Hope that helps.
I've seen many tutorials on this topic, yet all of them tell you to use splines and such. I'm just wondering if there's a way to export splines outside of NL2 without the pro version, or if there is an easier way to do this. I have the standard license, and I don't really have money to upgrade to the pro version. Any tips?
DRPLANLOS posted on August 9th, 2023
no not yet thanks .
See PM and your email.