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If you wanna feel old, let me know if you remember me
NoLimits Coaster

I have a feeling that I am older than you and we can prove this by playing a game. The game is called when I was born. And here's how it is played, I will start off then the you can follow up if you like. It is easy to play all you have to do is name something that you could not do when you were born that you can do today.

When I was born you could not fly coast to coast without at least one stop to refuel. Your turn.

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kasmar45 posted on July 15th, 2023

It might be a good idea to have a forum topic for newbies.

I have a post I would like to make, it's about my success creating a coaster, but I don't know where to post it. None of the title seemed appropriate To post in.

Welcome kasmar45 to this forum.
U can allways start a new topic with a name of your choice. (choose wisely)

If the topic name or content doesn't stroke with the NLC rules it will be notified.

Kind reagards,
Sjaak van Horne (aka MrRC)

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Site Feedback & Suggestions
On Topic

It might be a good idea to have a forum topic for newbies.

I have a post I would like to make, it's about my success creating a coaster, but I don't know where to post it. None of the title seemed appropriate To post in.

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NL2PARK File 3D Model "Idea"
NoLimits Coaster

For use in other software. Just as a static model. I'm also a nighttime spectacular enthusiast and use FWsim to make my own virtual firework shows. Since you can import 3d models into FWsim, it would be so cool to import a 3d model of the entire park into that software and have fireworks not just over the park, but being launched from structures inside as well. I've used the video screen in NL2 to give the illusion of a nighttime spectacular but that only works for aerial shells.

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NL2PARK File 3D Model "Idea"
NoLimits Coaster

I know this would be practically impossible so I'm not advocating for any time or resources development-wise foe this, but, just as a crazy thought:

Imagine if everything in in a NL2PARK file, everything in the park (coasters, rides, scenery, terrain, other 3D models inside), gets grouped together and exported as one giant model.

Just a thought I had.

I know it's so computationally and developmentally expensive that spending any time trying to persue such an idea is not meaningful or practical (in other words, don't come at me lol), but I'm curious what others think.

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My script wont load into script class
Scripting

Make sure that if u renamed the scriptfile *.NLVM has the same name as the name in your script

In this image, u can see the file filename of the script is : Chain.nlvm

and the name is line 4 is the same :

Feel free to send me your PKG file of your park to my email (found in my forum name)

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My script wont load into script class
Scripting

Hey Guys
I started with no limits a few weeks ago and got into scripting.
For my first script i used the blockhelper file and a tutorial and my coaster ran multipule trains how i wanted it to run.
I wanted to do the same block script for my next coaster (b&m) hyper i selected "scripted block system" mode and selected my nlvm file on script class but somehow it wont load.
Could someone help me?

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Straightening brake run issue.
General

You could possibly try removing the transfer track and replacing the gap with standard track, then use the "make straight" tool, and then replace the transfer track. You'll likely still have to do some manual tweaking to get it all aligned just right, but will probably be better than manually adjusting the entire length of your brake run. Hope this helps!

Edit:
As I was thinking further, if you wanted to be extra precise about it, you could calculate the coordinates of the midpoint between where the ends of your transfer track will be. Then, set those values as the position coordinate values within the "Special Track Properties" of the transfer track. If you want to take it a step further, you could find the angles with respect to the x, y, and z axes and set those values as the rotation angles within the same "Special Track Properties" menu.

Yes, this is quite a manual process, but all just depends on how straight you want your brake run to be.

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Straightening brake run issue.
General

Help from NL2 saying :

Make Straight 2D Make Straight 2D works in a similar fashion as Make Straight except that it only changes two dimensions (X and Z when used from top view). Make Straight 2D does not alter the depth using the current view. This function is exceptionally useful for creating straight track of lift hills from using the Top view. To use, change to Top view and select a minimum of 4 sequential vertices, then click on Make Straight 2D. All vertices will be forced into a straight line between the first and last vertices without altering height.

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