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Purism²
Contests

For those of us annoying Americans out there, here are the specs in imperial units:

Track length: 2,460.6 ft - 2526.2 ft
Max track height (above surface): 131.2 ft

Just thought I'd help :)

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Purism²
Contests

Scenario Context:

A small, local park wants to invest in its first major roller coaster. The park is currently mainly visited by families with small children. However, surveys have shown, that as the children grow into their teenage years, they get bored by the attractions the park offers.
This recent survey moved the otherwise rather conservative park owner to the decision of building the park's first looping roller coaster, although they are very concerned about alienating the current audience with this new major investment. Your task is to design this new roller coaster given the following constraints.

Constraints:

track length (ingame, without maintenance): 750-770m
max track height (above surface): 40m
THRC: 800-1000pph (load/unload at 8s+2*#seats per train, do use a single position through loading configuration)
target audience: the whole family, 8+ years
g-limits: -0.5g to 3.8g vertical, +-1g lateral, +-1g tangential in all seats
special elements: layout must have one vertical loop, preferrably in a visible/photogenic location, may have one additional inversion, don't alienate the park owner and target audience though...
maintenance/storage capacity: minimum #trains - 1, maintenance area must be well accessible from existing paths (imagine a 4m wide and high truck accessing the maintenance area)

available coaster types:

Classic Steel Looping Coaster (Classic or Modern)
Corkscrew Coaster
Gerstlauer Euro-Fighter (any)
Gerstlauer Infinity (any)
Inverted Coaster (2 or 4 seats)
Inverted Impulse
LIM Launched Coaster
Mack Launch Coaster
Maurer Söhne X-Car Coaster
Rocket Coaster
Twisted Floorless Coaster
Twisted Sitdown Coaster

choose these if you really hate yourself, you won't get any bonus points though:
Twisted Dive Coaster
Twisted Wing Coaster

Rules:

no trenches/tunnels
the park must have exactly one ingame coaster
the coaster may have either a single lift or a single launch section
the coaster may have up to one mid course brake run
the coaster may have at most one switch (small switch or transfer table)
all parts of the coaster should observe all shown clearances (paths, monorail, boat ride, trees, buildings)
the track must not go above existing buildings, but may go above paths, monorail, boat ride
station building and maintenance building must be fully inside the yellow area (choose one of the two shown areas)
footers may only be positioned fully inside the yellow or green areas
to check for clearances, move the template object to (0, 0, 0)
do not add/remove/move any scenery
do not change or paint any terrain

Juding:

your entry will have a final score of 0 - 100 points, which are calculated as follows

base score:
up to 40 pts for general layouting (order and variety of elements, interactions with the surroundings and proper use of the area, no dead spots in the layout, proper use of drives, brakes and switches)
up to 20 pts for a nicely executed track geometry (smooth curvatures, nicely looking elements)
up to 40 pts for a nicely executed and realistic support geometry (proper spacing of supports, proper use of flanges, realistically looking support structures)

deductions:
up to -20pts for any operational failures, depending on severity (e.g. failed e-stop, failed recovery from e-stop, wrong load/unload time)
-20pts per additional coaster or wrong coaster type inside the NoLimits file
-10pts if vertical loop is missing
-10pts for each missing maintenance track
-10pts per additional lift/launch/brake section or track switch
-10pts per tunnel
-10pts if station is not fully on yellow area
-10pts if maintenance is not fully on yellow area
-5pts per safety envelope fail (any moved/removed/added scenery counts as a safety envelope fail)
-2pts per other clearance fail (e.g. support structure self intersection, supports clashing with template clearances)
-2pts for every footer not fully inside yellow or green area
-2pts for each meter of exceeded max track height
-2pts for each 0.1g exceeding the acceleration limits (-gz, +gz, -gy, +gy, -gx and +gx counted separately, so -0.6g (-2pts) to 4.0g (-4pts) vertical and -1.2g (-4pts) to 0.8g (0pts) lateral would be a deduction of 10pts)
-1pts for each two meters of track length outside the target (750-770m), (e.g. a track length of 748-749.99m or 770.01-772m will be -1pts, 734-735.99m will be -8pts)
-1pts for each 10pph outside the target (800-1000pph), (e.g. 790-799pph is -1pt, 720-729pph will be -8pts)

In case the deductions exceed the awarded points, your final score will be zero.

additional info:

FVD background image and capacity counter object included in package file

Deadline:

at least 12th of March 2022, any time zone
(we might allow late entries, but those will definitely get deductions)

How to Enter:

Download the template package here

How to Submit:

Post your submissions via e-mail at
[email protected]

You can upload your NL2 package file anywhere you wish, preferably in the NoLimits Central exchange. Please link to your submission in your mail. The package file must not be encrypted!

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The Official Scripting Ask Thread
Scripting

@ Bestdani :

in my script i wanna do this.

if (trigger == startT1Trig) and (assignedNumber == int 1)

EDIT : changed it in :

private float Type = 1;

if ((trigger == startT1Trig) && (assignedNumber == Type));

so trigger has to be equal on the value in startT1Trig and the value assignedNumber has to equal to 1

but its not the correct way in scripting, can u help me to solve this ?

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NL2 Ask Thread
NoLimits Coaster

bestdani posted on February 1st, 2022

MrRC posted on January 29th, 2022

How can I assign a number to a train. How can I read that number in a script?
To make different trains do different things when they pass over a trigger.

The idea is this:

Demo:

import com.nolimitscoaster.*;
import nlvm.lang.System;

public class TriggerDemoDetectTrain extends Script implements TrackTriggerListener {
    // assumes you have not more than 4 trains on the coaster!
    private static final int[] ASSIGNED_TRAIN_NUMBERS = {
            1, // Train 1
            2, // Train 2
            3, // Train 3
            42 // Train 4
    };

    private TrackTrigger trigger;
    private Coaster coaster;
    private int numberOfTrains;


    public bool onInit() {
        coaster = sim.getCoasterForEntityId(getParentEntityId());
        numberOfTrains = coaster.getTrainCount();

        TrackTrigger trigger = coaster.getTrackTrigger("enter your trigger name here");
        trigger.addTrackTriggerListener(this);
        return false;
    }

    public void onTrainEntering(TrackTrigger trigger, Train train) {
        for (int i = 0; i < numberOfTrains; ++i) {
            if (train == coaster.getTrainAt(i)) {
                int assignedNumber = ASSIGNED_TRAIN_NUMBERS[i];
                System.out.println("Train with assigned number " + assignedNumber + " entered the trigger.");
                return;
            }
        }
    }

    public void onTrainLeaving(TrackTrigger trigger, Train train) {

    }
}

Ok. So I'm working a project where each train has a set of headlights. I've gotten it to the point where I can get them to turn off and on with the trigger. I'm hoping to have only the headlights on the train out on the course is on and so far All the headlights turn on. Is there a way to run 3 copies of the trigger script and have the trains operate independent of each other? If not It will be ok to run it n 1 train mode but i was hoping for at least 2 trains. The ride only has 3 trains.

I added the script above to the coaster and then added the triggered lights to the headlights. Any thoughts?

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