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Official FVD (Force Vector Design) Thread
NoLimits Coaster

Stephan must not respond to emails because he didn't reply to mine when I brought up the multiple issues FVD++ has on Mac. I have the same text formatting issue with FVD++. Eventually I posted on github and geforcefan responded to me and really helped get the Mac version working (it wouldn't save files or export tracks and was essentially useless.)

For what it's worth, geforcefan indicated via email that Stephan won't touch the program anymore as he has an industry job and that he (geforcefan) wouldn't be fixing any more bugs after helping me.

I still have lots of issues with FVD++ on my Mac: the camera moves fast, I can't finely control values with the option or function key (I forget which one it is,) sometimes I am able to input numbers into the boxes but most of the time I can not, and there is no "return to zero" function on the mac version (I know some people don't like it but I think it could come in handy- especially considering that I can't option-scroll for fine tuning.) Also, I have to switch to English from Metric every time I start the program. I'm not sur eof that is normal or not.

Basically, FVD++ is dead unless someone wants to pick up the ball and run with it.

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

IronWolfman posted on October 3rd, 2022

Hi everyone! So I am having a problem working FVD++, both the 0.77 & 0.79 versions are not formatting properly on my computer. I'm using an ASUS ZenBook Flip 15 running Windows 11, x64-based. These images show the issue, it seems like every text or option box native to the program is squished vertically and there is no scrolling options. This issue essentially makes the program unusable. Anyone have any advice or recommendations?

Bumping this because I still have not been able to resolve this issue. I tried emailing the Stephan and received no response.

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Coastin' Dave's Thread: PROJECT DARK RIDE
NoLimits Coaster

I think there needs to be more stuff for dark rides in NL. Here's some items I'm working with for a potential scenery package:

I'm farming Planet Cool for parts - I built Planet Cool to US Building codes (or at least what I can find publicly - the code books are expensive) so that means the exit doors, walkways, etc, all meet fire code and the steel structure of the building is fairly accurate to what would actually be built if it were real.

I went so far as including emergency exit gates at strategic moments in the queue, AEDs, and even HVAC systems.

So what I'm thinking is I can maybe do a scenery pack for NL of these items and of course it will have the DAEs so you can use them on your own 3D models if you prefer to work that way.

The registers on the right are for a basic quick service setup - I've seen four registers in the same amount of space and of course you can also drop it down to two - I like three, but you get the idea - I also took some measurements of retail register counters at one of the parks and used that for the register desk on the left. The dining booth and table and chairs are all made to specs of actual commercial booths and such that are available to real restaurants.

I also have a water cooler for your cast members, a three part water fountain with drink refill station, oil drum, stryker stair chair for ADA evacs, a garage door for dark rides and maintenance bays, and of course my OSHA compliant catwalk set.

I even went so far as to get the actual dimensions of the Alcorn McBride show controllers if you want those - I put the ride player on my Planet Cool cars.

And if that wasn't nerdy enough for you:

For the cast member break room - I used the posters a Tennessee work place would have because that's the state I'm in, but I also included fake park phone numbers, radio codes, employee of the month and employee schedules.

So yeah - there's that too.

I'd like to get some vehicles working as well and figure out a system for that - what dark ride vehicle types would everyone like to see?

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Terra, Phase 4
NoLimits Coaster

AndreAkaMe posted on May 24th, 2023

It isn't dead, however I have found it very difficult to stay motivated to get into No Limits these days. There have been so many advances and new coaster models/tracks in the real world and NL2 has sadly fallen behind with updates to this sort of thing. There are loads of things I'd love to be able to do and design properly, Mack extreme Spinners; Modern Intamin trains/tracks/switches; Dive Machines with 6/8 rows; Modern B&M stand ups; Modern Vekoma launchers; Modern Vekoma Flyers; Drop tracks. Loads of things that could bring people back to NL2 with fresh waves of creativity.

Now I know that people have made custom train designs etc, but these don't have the full intergration of the sim. I can't easily switch seats or select the coaster from the lists etc, and without extensive knowledge of scripting it's very difficult to utilise things like this. This has just kinda sapped any motivation to get back into NL2 sadly.

I don't want this to sound too unappreciative of the team either, there are still numerous QOL updates that happen frequently which they do not have to do. The sim is great as it is, but I'd kill for some official DLC/paid content if it brought new actual updates, and opened up the sim to the modern day coasters. Until then I find I get motivation to get into my creations for maybe a day or 2 before it fades. Sorry it's not better news, and the park is definitely not dead, just updates to it are very few and far between.

I understand where you're coming from (cough project Rock 'n' Roller Coaster cough) but I want to challenge you on this: Terra is one of the most inspiring nolimits creations I've ever seen. I'd go so far as to say it's one of the best park projects I've seen in any coaster sim from RCT3 to Planet Coaster and everywhere in between. I love how it draws inspiration from many real world parks but also just takes these ideas and makes them something new.

And you didn't need the latest and greatest train to do that. I'd like to see more trains in NL as well, but I think your park was just about done from last I saw of it - and that was without all the new ride types. Yes the new ones can be fun, but there's something really special about how your park managed to be such a fantastic creation even without them. So what if the flying coaster isn't the new vekoma one? It's such a great ride!

Mack Xtreme spinners are cool and all, but you took the maurer spinner and gave it such a unique feel that fits in with the likes of Phantasialand or any of the Universal parks.

Your intamin blitz showed up even the modern ones and you did that with the old classic train models. There's something special to the aesthetic and feel of Terra because of that. True innovation doesn't occur when you have the world at your fingertips - it occurs when you're striving to take some fantastic vision in your mind and make it real but you only have limited resources to work with.

Again, I'd love to see more of the modern trains in NL and perhaps you could update some of your rides one day if/when they add such trains. But in the meantime, maybe give it one last push to finish off what you did already? You were so close and your creativity isn't bound by the train selections - your park has always inspired me in my own projects.

Anyway, I do think people should stop bumping this thread with "when's this coming out?" comments or "lol this is dead" comments - life is life and some projects fall to the back burner from time to time, but nonetheless I've given my thoughts - do with them what you will. No matter what, I'll always enjoy even that which you've released so far. So for that - thank you.

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Terra, Phase 4
NoLimits Coaster

It isn't dead, however I have found it very difficult to stay motivated to get into No Limits these days. There have been so many advances and new coaster models/tracks in the real world and NL2 has sadly fallen behind with updates to this sort of thing. There are loads of things I'd love to be able to do and design properly, Mack extreme Spinners; Modern Intamin trains/tracks/switches; Dive Machines with 6/8 rows; Modern B&M stand ups; Modern Vekoma launchers; Modern Vekoma Flyers; Drop tracks. Loads of things that could bring people back to NL2 with fresh waves of creativity.

Now I know that people have made custom train designs etc, but these don't have the full intergration of the sim. I can't easily switch seats or select the coaster from the lists etc, and without extensive knowledge of scripting it's very difficult to utilise things like this. This has just kinda sapped any motivation to get back into NL2 sadly.

I don't want this to sound too unappreciative of the team either, there are still numerous QOL updates that happen frequently which they do not have to do. The sim is great as it is, but I'd kill for some official DLC/paid content if it brought new actual updates, and opened up the sim to the modern day coasters. Until then I find I get motivation to get into my creations for maybe a day or 2 before it fades. Sorry it's not better news, and the park is definitely not dead, just updates to it are very few and far between.

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Script for operator panel exchange
Scripting

Can this be put onto a Ardunio to receive station status bits from NL2 now since they have added a few into the scripting library?

bestdani posted on March 2nd, 2018

You can communicate with NL2 using its telemetry server. Here's a quick demonstration how this can be done in Python:

The demonstration Python program text:

import socket
import struct

TCP_IP = '127.0.0.1'
TCP_PORT = 15151
RECEIVE_BUFFER_SIZE = 1024

# see https://docs.python.org/3/library/struct.html#format-characters
# and
# NoLimits 2/help/pages/telemetry.html#messageformat
no_data_message_struct = struct.Struct('!cHIHc')

with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as nl2_connection:
    nl2_connection.connect((TCP_IP, TCP_PORT))

    # idle message (id 0) with request ID 42
    my_message = no_data_message_struct.pack(b'N', 0, 42, 0, b'L')

    nl2_connection.send(my_message)
    received_data = nl2_connection.recv(RECEIVE_BUFFER_SIZE)

_, id, request_id, _, _ = no_data_message_struct.unpack(received_data)
print("raw", repr(received_data))
print("message id", id)
print("request id", request_id)

If you want to communicate with a NL2 script, that's not possible by using the telemetry server for now, but maybe in the future.

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The "What Did You Just Do In NoLimits" Thread
NoLimits Coaster

The links below are for two new project recreations, which I'm excited to share.

Project #1
https://1drv.ms/v/s!AltNE9wdx1Ulg1EwtQkpaKTsVlSC?e=hkaTLk
(WIP video of Bizarro at SFNE (2009-2011, w/ original audio and fire effects))

Project #2
https://1drv.ms/v/s!AltNE9wdx1Ulg1Ct1ega64Nqq-wq?e=jlQ0bF
(WIP video of Superman The Ride at SFNE (2016-Present, w/ audio only on the lift hill))

Please let me know what you guys think of these projects. Note: I'll make sure to give credit for anything I used in both projects (ex. scenery, audio).

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Nolimits 1 style vertex
General

One trick going from NL1 to NL2 is you have to unlearn how to build NL1 style to then get used to NL2's style. I went through what you're going through when trying it out for the first time. While it takes some getting used to, in the end you can get much smoother results with fewer vertices, and since you only move the vertices around without controlling the handles, it's faster with fewer clicks.

-Ride_Op

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Nolimits 1 style vertex
General

the easiest way to get the old style you want would be to make your ride in NL1 and just import it into nl2. the old style is the "old" style because it will cause those artifacts in the forces because it's just not as good of a method to use in the first place. as far as whether or not that mode can be "enabled" in nl2, the answer is no.

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