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NL2 Ask Thread
NoLimits Coaster

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 :)

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NL2 Ask Thread
NoLimits Coaster

So a couple of questions for one project. I am working on a recreation of a coaster and it had headlights on it. They would turn on with an electric generator on the train when the wheels got spinning to a certain speed. So one, how would I take a 3D model I have made and turn it into a light in NL and two is there an relatively easy way to have them turn on at a certain point on the track and then turn off at a certain point, giving the illusion they are running on a generator?

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Frank's Guide to Force Vector Design :: Geo Sections Video Up Now!
General

I think I see what you mean, and it totally makes sense. As long as the track doesn't go beyond vertical, like in a standard vertical loop, Geo sections work really well. Making that vertical loop with a Geo section is wonky and weird though; I've never quite gotten one right using only Geo sections, but have used a Geo section between force sections to make a perfect half circle for the top portion of a loop, such as the loop on Full Throttle under the Top-Hat.

I've always felt more comfortable with Force sections myself and used Geo sections pretty sparingly, but that probably has a lot to do with my enjoyment of making B&M coasters, which thrive on the Force section. I'll have to work on expanding my skill-set with Geo sections more and will definitely consider them for an RMC, so thanks for the info!

Also, happy Thanksgiving to everybody! I wish you all happy holidays! ^.^

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Frank's Guide to Force Vector Design :: Geo Sections Video Up Now!
General

FrankLeeMadere posted on November 19th, 2021

Kriov posted on November 18th, 2021

For the Geo sections you can turn on the resulting Force graphs, That helps shaping complex sections way much easier

Great tip! I tend to forget the resultant graphs exist since I usually use Force Sections except for simple things.

Nice little RMC ya got going there too. The element to the right of the stall, the zero-g type element that doesn't seem to want to complete it's rotation, looks pretty rad.
I would have gone for a geometric section for the first drop given the rotation, and for other elements like Outlaw's upward double barrel-roll, and then force for the rest. How come you went for geo for all of it though? I don't know RMC all that well yet, from a design stand-point at least, so more insight on their shaping and design process would be welcome.

I think Geo is better to work with "Rolling" (<-> Looping) Coasters - I'd say the coaster which is not going beyond vertical to upside down - Geo can easily make more natural track shaping. For example, doesn't need to make the forces differ every way(which is mentioned to your first video) to make the pullout not pumpy. Also geo is far easier when making smth like barrel rolls or zero g roll/stall, its super easy to control the heartline from top view without thinking the forces and rolls, then edit it. Its also easier to give natural lats easily.

Another advantage for geo is editing purpose, Force sections would easily go Crazy when you try to edit the previous sections, but geo does not. It can be a huge advantage, when you almost did the entire layout but want to edit the first drop a little bit or change the turning direction a bit, etc.

But it has really big disadvantages for Looping coasters, while geo can easily can go beyond vertical to inverted, but its almost impossible to make "Inclined half loops" with geo, which is used for a traditional vertical loop(The end should shift from start, so the half of the loop has to be a bit inclined) to lots of Immelman/dive loops.

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Vekoma SLC Conversion Contest - The results are in!
Contests

MoreThanOfficialTK posted on November 23rd, 2021

Kw6sTheater posted on November 22nd, 2021

My hat's been thrown into the submissions ring just now! Mine definitely won't be the best (only my 2nd contest submission so far...), but the challenge and learning experience has been lots of fun. Good luck guys, and I can't wait to see the results!

That looks pretty cool, could you upload the park?

I'll upload it once the contest ends - glad to hear you think it's decent!

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