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NL2 Ask Thread
NoLimits Coaster

MoreThanOfficialTK posted on November 26th, 2021

So,

to create a light source within a scenery object, you have to go to the lights tab in the nl2sco editor and add a new light source. When you light source and go to the settings, you can see this window:

There you can add a new light source either from a light that already exists in the model file, which you could for example do in blender, or create a new one and set the position of it in relation to the object origin. Using an existing light source is way easier tho.
Below that you can change, how far the light shines, how intense it is and the color.
On the bottom you can set a volume effect which looks like, in the premade light spot scenery object, you can find in the sco library.

One way i can think of how to switch the lights off, was to make an animation in blender, let it play in a loop, and time it according to the coaster.
Another think that should work is to use Yedrimas light animator tool. There you can trigger a set animation via a track trigger or smth like that, im not qite sure.

I hope i could help :)

Very helpful thank you!

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Apple Silicon compatibility
NoLimits Coaster

It should work, and there is a free demo available for you to try out. However, we strongly recommend that you get a laptop or MacBook with a dedicated graphics card from nVidia or AMD. Integrated, shared resource solutions do not perform as well.

Easy way to tell: is the MacBook you are looking at capable of realtime VR graphics suitable for Oculus Rift or Vive, maintaining the appropriate resolution at 90+FPS? If so, it'll run NL2 very well. If not, it is not a good gaming machine and isn't likely to perform that well.

-Ride_Op

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

kepler posted on November 26th, 2021

Hey, does anyone know how to fix this annoying jerk in some of the transitions?
The only theory i have is that it's because of the quartic functions, but which do i use instead?
https://youtu.be/tjGGdvo1PIk
That's the back pov, on f.e. the 3rd hill it is very visible

Make sure you're using Quaternion Orientation on your Force sections. You can hit gimbal lock using Euler, although it's hard to replicate.
It may also be that your Segment Length when exporting is too small, or too large. I stay between 1.00m and 2.00m generally.
You could also simply go into the Editor and remove the problem Roll Nodes.
An image of those portions in FVD++ would be helpful too.

Side note, your valleys are pumping quite a lot. It looks like you're using a Cubic to pull up, then holding a constant g-force through the valley, then a Cubic to get back into the floater hill. I would suggest using a single Quartic and adjust the Tension value or use 2 Cubics and adjust the Center values until there is no pumping; you're looking to "widen" the graph at the valley, making the onset of forces smoother.
I go into detail how to do this in my guide: https://youtu.be/Er3BGltvb3c?t=644

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Spinning - is this possible?
NoLimits Coaster

I've seen a few "spinning coaster" examples. They seem to spin this way and that way, set off by "triggers". I'm wondering if anyone's ever done a car which is like a round tub, and it spins continuously round and round, in one direction? In other words, like the "Cotton Reel" style of ride that used to be popular in the UK (well, up till the 70s!) Thanks!

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