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Flight of Fear Recreation Help
NoLimits Coaster

Hello. I've started on a Flight of Fear Recreation (Kings Dominion version) and it was going great until I hit the building portion. I have zero idea on how to tackle recreating the building and station area. I want to make it as true to life as I can possibly get it. Any ideas on how I can get the ball rolling on the building?

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

Bright lights coaster gonna get in line gonna get in fast lane line
Want a whole lot of airtime that's well engineered so get those hands up higher
There's a 488 lists waitin' online and they're all ready to list and watch
And I'm just the viewer with Likes to spare, so Viva Las Roundup, Viva Las Roundup

Roundup 488

You create it, you share it, we feature it!

-Ride_Op

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

I have an FVD++ question I hope somebody could chime in on: I want to make a flat 180º turn coming off the top of a lift hill (like The Demon at SFGA or CGA) with a specific radius but maintaining no lateral Gs. I can't accomplish this with a curved section as there's no way to specify roll. Force sections don't work at all. Geometric sections don't work at all. I've played with all the various function types. Am I missing something obvious?

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Custom Block System Help
Scripting

I'm very much new to scripting and came across a park file with a custom block script with a multi-move station, I modified this to fit a basic coaster I made to test it out for myself and it worked perfectly, then when working on a new coaster no trains move whatsoever (it'll say 'Waiting for clear block' despite the next block showing as clear). The layout consists of the following blocks: Station, PreLift, Lift, FinalBlock, TransferBlock (TransferTable), Storage. I've attached the script file so if anyone could take a look and offer any feedback that would be greatly appreciated!

BlockScript

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

I want to be able to make RCT track pieces in FVD so I can use them as elements but ran into this problem.

I was able to get the basics done figuring out the proper dimensions of them, do flat curves (straight curved up or down pieces and regular straight sections) but downward turns and upward turns seems to be the problem. I was able to create them but they’re not precise as they should be. I couldn’t use a curved section to get it exactly rounded, I had to use a geometric sections — which got the job done, but not exactly precise.

What I meant is RCT seems to be very simple with how they oriented their sections. A down or up curve silhouette if we were to look above is a perfect quarter of a circle, and share the same orientation/silhouette as if the curve is flat too, which now then skewed vertically that is all.

Working on one of the prebuilt rides from RCT 3 called Facelift.

(Can’t get the link to work)

https://imgur.com/a/JYcJpMi

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

Thanks everyone for your comments, it appears FVD++ may not be compatible with Windows 11 or just on my computer for whatever reason. An update otherwise, I've actually been able to make good use of the Force Vector function within NL2 itself. I've lately been working on my first force vector-designed project and while there's definitely been a learning curve, I've been satisfied with how it's going:

While it appears that there are a number of features in FVD++ that I'll be missing out on for now, the internal tool should definitely suffice.

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