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Coaster won't dispatch
NoLimits Coaster

Spot on. I’ve wasted way too much time staring at that 'waiting for clear block' message only to find out I forgot to set a brake run as an actual 'Block Brake' in the settings. It’s always the simplest things that trip you up in NL2.

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Boss as rmc
NoLimits Coaster

That Blender script for LOD naming is an absolute lifesaver. I've been doing the 'manual rename-export-undo' dance for way too long now. Also, the light pattern demo is super cool—had no idea we could bring Quake's lighting logic into NL2 so easily.

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Accelerator Kit [Release | Next Generation Hydraulic Launch Kit]
General

UPDATE V1.3 - NEW TRACK SIZE CORRECTION

  • NoLimits version 2.6.8.0 released with new track size for Rocket Coaster style, connection points have been fixed to join launch track correctly.
  • Fixed issue with launch track not emitting hissing noise when brake fins are in their lowered position when using the test panel.
  • Minor typos corrected.

New version has been updated to the Steam Workshop and Google Drive folder linked in the original post

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Steam Machine and Steam Frame
General

Is anyone planning on getting a Steam Machine (as well as the Steam Frame VR headset) and playing NL2 on it? Apparently, anything that works on Steam Deck will work on Steam Machine. From what I understand, the main issue with NL2 on Steam Deck is that menu text can be hard to read (probably due to the screen size), otherwise it runs well on it. As Steam Machine connects to a TV, that shouldn't be an issue. I'd like to get both, but I feel the price is going to be steep (for both devices).

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NL2 Ask Thread
NoLimits Coaster

MrRC posted on December 13th, 2025

Who can help me with : Install file NL2 2.6.2.0 ??

Send me an email (see my profile)

Its NOT on the NL2 website

I don't know what to do if you need exactly 2.6.2.0, but if you have the Steam version, where you can choose betas for a game No Limits 2 provides some older versions of the game.

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NL2 Ask Thread
NoLimits Coaster

EDIT :

Got today an email with 2 download links

NL2 2.6.2.0

NL2 2.6.2.2

Who can help me with : Install file NL2 2.6.2.0 ??

Send me an email (see my profile)

Its NOT on the NL2 website

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Coaster X Contest....
Theme Park Discussion

NDAs are usually time limited. Plus if the originating entity doesn't exist anymore it may not be an issue. Re-read it carefully and you might be able to say more. Suffice to say the project is dead, but it was a fun one for everyone to do.

-Ride_Op

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

(Ride again)
Every now and then, I get a little bit dizzy
And the track twists me 'round
(Ride again)
Every now and then, I get a little bit excited
From listening to the sound of the wheels
(Ride again)
Every now and then, I get a little bit nervous
That the best of the elements have gone by
(Ride again)
Every now and then, I get a little bit terrified
And then I raise my arms and we scream

Roundup 618

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

-Ride_Op

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Why isn't my coaster tall enough?

I did try to make the vertices strict, but not only did it change the X and Z numbers but it also reduced the height of the track even further, instead of forcing the track up to 75 feet as you said it would.

That behaviour is expected. The track spline is forced through the strict vertex. Now the height/coordinate of that vertex is interpolated using the two adjacent vertices. If you put both of the adjacent vertices at a height of 75ft, the strict vertex is guaranteed to have a height of 75ft. If one or more of the adjacent vertices are also strict, use the ones adjacent to them :) In your case, I expect you only need a single strict vertex though.

When I made several successive bents further down the lift strict, it changed the entire slope angle of the segment represented by those strict vertices - again, reducing the height so it no longer made sense.

The change of the track slope suggests you need more vertices to achieve your goal. You can insert a vertex between two existing vertices using the option in the Track-tab.

Other than that, I feel like it's a matter of playing around with the options like inserting vertices, make them strict or unstrict, see what happens and get a feel of editing the track spline along the way. It's definitely possible.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

Im getting an error that states "at private void xcl.processBlock(dgScriptGenerator.BlockSetup) in file /Users/[my name]/documents/com.nolimitscoaster.nolimits2/Giga xcl 2/xcl.nlvm in line 858", "at public void xcl.onNextFrame(float) in file /Users/[my name]/Documents/com.nolimitscoaster.nolimits2/Giga xcl 2/xcl.nlvm in line 638" and "at public final void com.nolimitscoaster.Script.run()" I have no clue what this could be for. Does anyone know how to fix this?

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Why isn't my coaster tall enough?
NoLimits Coaster

NoLimits Explorers posted on November 28th, 2025

The height shown in the Coaster Properties/Statistics tab is measured at center of rails. So to get that number of 75ft, the center of rails must reach that height.

The vertices are spline control points, not track coordinates. Together with the adjecent vertices (read "control points), a spline is calculated by interpolation. Unless you force the spline to go through a vertex/control point by making it strict, there's no guarantee that the center of rails spline intersects the vertex.

Perhaps you can post a screenshot of your NoLimits design, to have a better look. Though, you probably have 3 vertices, one at the top at 75ft, one to the left and one to the right, both at a height lower than 75ft. I suspect the top vertex is not strict, causing the center of rails to reach only 74.6... ft which is what the coaster properties shows.

Ah, thanks, I thought the track vertices were where you wanted the track to go.

I did try to make the vertices strict, but not only did it change the X and Z numbers but it also reduced the height of the track even further, instead of forcing the track up to 75 feet as you said it would. When I made several successive bents further down the lift strict, it changed the entire slope angle of the segment represented by those strict vertices - again, reducing the height so it no longer made sense.

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Accelerator Kit [Release | Next Generation Hydraulic Launch Kit]
General

UPDATE V1.2 - STATION LAUNCH STYLE DISPATCH KEYBIND

  • Station Launch Style dispatch keybind reassigned to 'NEXT_SEAT' keybind (by default this is set to the 'V' key) to allow users to dispatch via the keyboard. This option can be toggled on/off in the kit settings.
    (Previously only possible by using the generated control panel as using the default dispatch keybind would leave the coaster non functioning unless switched to manual and back to automatic.)

New version has been updated to the Steam Workshop and Google Drive folder linked in the original post.
Original Upload Post

Please do not hesitate to raise any issues or questions you have about the kit and I'll try to help out the best I can.

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Need feedback
General

BTX posted on December 3rd, 2025

I finally took a scenery and terrain tutorial and made another one.

Drawing up hills doesn’t mean an improvement. You need to work on your layouts, landscaping, supporting and scenery to quite strong degrees. At this stage in your learning curve, I wouldn’t be uploading parks as you’re only just learning the tools. There are better, more instant resources such as Discord servers that can provide a better level of guidance as you progress than a showcase forum.

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