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The NoLimits 2 Mega Resource Thread - Guides, Tools, Scripts
NoLimits Coaster

intim305 posted on December 27th, 2017

Pre-made Scripts and Scripting Information

Scripted Rides & Scenery Objects

Flat Rides and Coasters:

Custom Coaster Styles

Object Packs & Resources:


and since it doesn't really fit with any other categories here:

Digging up everything took a couple hours, but I think it was totally worth it to make sure that all of this awesome content wasn't just lost into oblivion. I may try to compile the NL1 resource thread in the same way, and maybe even dig up some of the old nl1 track I downloaded so long ago and see if I can find a way to upload and share all of those since they seem to have been lost entirely.

If you have any more files that you would like to see added to this list, please let me know so I can add them as soon as possible, especially custom trains and clone coaster models

your download link for mk1212 doesn't work and I really want those trains

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Hagrid's coaster recreation - Help welcome
General

Thanks for the tip MrRC, but all of the brakes are actually hidden. It's the hydraulic brakes of TCM's Modern Intamin LSM package that are making those sounds. Probably, though, their StaticSound settings weren't configured to place as many brakes as I have placed (specially considering that many activate at exactly the same time), so I'll make sure to modify their gain and distance parameters on their script so that they're not that loud and they fade out quicker with the distance. To make them more pleasant, let's say.
(Edit: It can also be that I added those sounds a lot of time ago to the brakes in the package and I don't even remember doing so now. I added this package to the project too long ago. But in any case, I'll make sure to fix them ^^)
(Edit2: I have checked, and the original unmodified package also did the sound, but I did tweak its parameters for worse as I'm seeing. I didn't manage that well with StaticSounds back then, I've learnt more since.)

But really, thanks to point it out because I had gotten so used to listen to it like that that I didn't even realize any more how loud those are ^^

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Hagrid's coaster recreation - Help welcome
General

Hello!

You might not know me, as this is my first significant activity in this community, but I'm a big coaster fan and amateur programmer who enjoys too much a good challenge. And what else could it be than recreate in NoLimits 2 one of the most technically complex coasters on Earth, Hagrid's Magical Creatures Motorbike Adventure! (Yes, the full name was a must X) )

Project and goals

I started this project several years ago (when the first onride videos of the coaster started to appear) and it has only grown bigger since.

So far

My first goal was to prove myself that I could program the Block System Controller of the coaster, high-speed switch track and dual drop tracks included. I made a very rough sketch of the circuit (rougher than the picture) including all 7 launches, 2 stations and a couple more blocks where they should be and started to make the script work. There was obviously some hidden magic involving the high-speed switch and the dual drop tracks, but let's discuss that later. I also added a working maintenance bay (out of my best guess because I have no clue how the original one is).

When I saw it started to work well and be something cool, I started to refine the circuit. To do this, what was a 2D plane with a Google Earth screenshot became a 3D object I found here and things began to take form.

Then, I imported TCM's Modern Intamin LSM Kit and heavily modified its scripts to make it work with the drop tracks magic.

The drop tracks also came from another package, Yedrima's Drop Track Package which I'm not sure is in this forum (an updated link is in the video's description anyways). I also heavily modified it to support reversing the train direction and so that it worked with the trains I had.

I also wanted to make all of that work with a continuous loading station system like the original coaster does, so I imported some conveyor belts from Füchschen's package and modified them to be in sync with the coaster's transports. The train's harnesses also had to change from being linked to the actual harnesses to opening on a track trigger, since the trains now didn't stop and the first cars had to open/close the harnesses before the last cars.

Lastly, I learnt just enough of 3D modelling to do the high-speed switch track and the drop tracks models.

And I was adding some track triggers I made from a trigger model I found online before Red released his track sensors so I will probably replace the existing ones soon and add the missing ones, because Red's are infinitely better.

The future

I need help.
Yes, I've managed to make a huge monster work all together, but I lack two main things for a good recreation: real life experience on the coaster and 3D modelling skills. The latter, I could probably solve it in a few months if I could dedicate myself to that (which I sadly cannot), but the former is a bit more difficult. I live in Spain and I'm not rich, and that should explain X) I'm dying to try this coaster out in real life (and its more recent sister close by) but it's not something that will happen in the near future (if it ever does).

So after watching many onride videos, I'm still missing the hardest bit of making this recreation as real as possible: synchronize all 12 trains so that they all loop the circuit without cascading (up to 11 trains it's fine, but 12 breaks it). I know the real stations accelerate or decelerate depending on the number of trains that are running, but I don't know how much and that is incredibly hard to guess from YouTube only, specially since most videos start nearly out of the station and end before entering the unloading platform. I also have doubts about where certain blocks actually start or end.
I would need to know the "dispatch" intervals they use with different numbers of trains. Also it would be useful a "I know that, when everything goes fine with X trains, a train is here while the next is there".
I would also love to know how the maintenance bay looks like, if someone as curious as me has ever had the chance to take a peek inside, I would absolutely love to know how that is. Maybe I was mildly right but probably I was wrong and I'm definitely willing to modify it to match the real life if I can know how it really is.

And the 3D modelling skills: I really need to get rid of that crappy Google Earth 3D model if I want this to look like something minimally good. And I also cannot forget what makes this coaster iconic: its trains.
So, I would love to collaborate with someone (or with a small team) with better 3D modelling skills to give this coaster (in order of priority) its trains, a proper 3D outdoor environment, its station and drop tracks interiors and if possible its queue, all as close to reality as reasonably possible.

If you can help with any of those things, please don't hesitate to reply to this topic. I don't have that much free time lately, so I may take some time to answer back, but I'll make sure to do so at some point when I have enough time ;)

The magic behind the switch and drop tracks

I don't think keeping the secret eternally would be nice. Besides, it's not that much of a secret anyways.
Of course, it all involves invisible track, clever use of 3D objects and clever scripting.

High-speed switch track

For the switch track, I have made good use of the fact that between this switch and the spike there is a nice section of straight track belonging to the launch. This section is on NoLimits the actual block, and it's a transfer track. However, the distance between both of its tracks is 0, so that only the connexions change, not the position of the track. This way, the curve part of the switch connects to track 1 while the spike and the straight part of the switch connect one on each side to track 2. The coaster's script takes care of making the track instantly switch (with the minimum transition time) from track 1 to track 2 as soon as the train fully gets into the block. This way, we're already set for the spike and backwards launch.

To top it all, a 3D object of the piece of track belonging to the switch sections, which are set to invisible, moving along an auxiliary transfer track with the real transition time makes the trick. To attach the object to the auxiliary transfer track, the easiest solution: BestDani's attachment tools (also with a couple modifications).

Drop tracks

There are two blocks for each drop track, the upper and the lower. The upper is a transfer track, the lower is a regular block. The upper takes care of inverting the train's direction and sends it through an invisible track to the lower block. Since both the track and the trains are 3D objects, a script takes care of unlinking the train's cars from the actual train when it is "locked" on the drop track and linking it again when it is unlocked in the lower block. The fake track section now just needs to drop and the unlinked train to play along. Most of this was already done by Yedrima on the package, but as I mentioned it required modifications for it to work with everything else.

Video of current state (onride and special tracks)

I see it coming... "Will you release this park?"

Maybe.
I've been where you are right now in a couple of occasions and I understand you, but I don't plan to release this yet because of several reasons. To name a few:

  • It's not finished yet. I'm asking for your help to solve this.
  • Have you really seen that spiky environment model? Really, I do need help on this.
  • There might be some bugs left with the scripts I haven't spotted yet. They're very complex and need more testing.
  • I don't have NL2 Pro and don't feel like openly releasing many months worth of work to see someone take it as his/hers for free. I would certainly like to be able to protect the park before uploading it.

But eventually, if all those points are solved, yes, I don't have any issue with releasing it for you to play with it :)

And that's mostly all for now. And it definitely was enough for this time.
I hope you have the time and will to help me finish this huge project and if not, thanks anyways for reading down to here!

Cheers,
Dragón Groar

(PS mainly for mods: If there's anything wrong with this thread (specially its category), sorry, it's my first thread. Just tell me and I'll fix it or do so yourselves if it's something you can do. Thanks ^^ )

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