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Official Testing Criteria - E-Stop, Clearance Envelope Check
NoLimits Coaster

Ride_Op posted on August 9th, 2021

First off, here's what we've typically done when it comes to e-stop testing. In general we expect that a coaster can be e-stopped and then automatically recover back to normal operations without manual intervention. Here's how I've been testing things during contest reviews:

  • Press e-stop before a train reaches the first block brake. Train must stop without causing a block violation.
  • Disable e-stop. Train must continue forward and out of the block brake, making it through to the next block brake.
  • If there are additional block brakes, repeat the process with this first train.
  • For a launched coaster, attempt to e-stop during the launch to cause a rollback. Train should rollback and stop without colliding.
  • Ideally after a rollback stop, train can re-launch without manual movement of the train, however this is not always possible.

The question is how much to penalize the operations score or BT score of the coaster for failing one of these tests? Failing to stop at a particular block is a major fault. Failing to recover and move forward automatically is a lesser fault, but still easily fixed by adjusting the location of the block brake and settings that determine where the train will stop.

What do we all think?

-Ride_Op

What's with launches like the 2nd one on Taron? How should such type of launch (mid-ride) perform in an E-Stop test? Should it be able to launch the train from a standstill after manually moving it to the beginning on the launch section? The realistic procedure like on Taron can't be done in NoLimits 2 (Launch the train backwards and then full power forwards).

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Double Trouble - Transportable Coaster Contest (Results out Now!)
Contests

Now a few days have passed, its time to reveal the Judges!


Entry instructions

To submit your entries, please email them to [email protected] with the following format for the email subject:

[DT - (username), (thrill ride name) and (family coaster name)

(i.e. "[DT - COASTERGUY246, Olympia Looping and Wilde Maus XXL")

When submitting your entries please make sure they are in an unpassworded .nl2pkg, and while not required a POV of both coasters would be appreciated

After the contest closes on the 6th of September, entries will be reviewed and a pre-recorded winner announcement video will be posted, presented by myself and Coaster Bot, talking about the top entries and honourable mentions.

That's all for now, good luck to everyone once again, and remember it's still not too late to enter!

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

Calebgill2004 posted on August 11th, 2021

RMC It posted on July 20th, 2021

Calebgill2004
Not sure if this will help, but see here: https://nolimitscentral.com/forum/topic/682?page=1#c17349

That is exactly what i mean, however it doesn't help that much since the person that made that didn't do a tutorial or leave any scripts under the video

That person apparently synced the station's dispatch time and put the brake wait time to 0

EDIT: Download the script here: https://nolimitscentral.com/exchange/park/958

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Coaster Scripting Cube
Scripting

It's not your fault, these objects might be a bit hard to use at first. Besides, it could still be the script what is wrong. Maybe you are trying to use it in a specific situation I hadn't thought of when doing the code. May I have the park file or a screenshot of the top view of the wireframe coaster? Or could you at least make a detailed technical description of the coaster, i.e. what blocks are there, in what order, how is the transfer table supposed to work in that case...? That might help me spot possible errors. As far as I know right now, the issue is likely to be in the Coaster scripting cube's last parameter, the "Adjacent transfer table". Regarding the tip you keep getting, I admittedly have no clue what it could be due to. I've been revising the script now, and I don't understand why you get that error. Are you sure it is the transfer table's block that has the complete stop on? Do you have more than one transfer table? Is it possible that you selected a switch track instead of a transfer table in the Transfer table controller? I know these questions are a bit dumb, but I cannot think of anything else regarding that tip message. Also, you can try adding some wait time to the block, the parameter right under the "Complete stop", just one second or so. If you say that the train exits backwards again and the table doesn't move, it might be fixed by that (not likely, though).

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Coaster Scripting Cube
Scripting

Khrystan posted on August 10th, 2021

BackRowRider posted on August 10th, 2021

That's it, yes. It doesn't need to be a complete circuit, but there should be at least one block following the transfer table, and it should also be configured by the Coaster scripting cube.

It's still not working. When I try to configure something else, it wants to not slide over and instead wants to send the train backwards where it came from. I don't know what I'm doing wrong, and I feel so stupid.

I also get a "tip" to make sure I have the train come to a complete stop, although I have the box ticked already. What am I doing wrong?

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Coaster Scripting Cube
Scripting

BackRowRider posted on August 10th, 2021

That's it, yes. It doesn't need to be a complete circuit, but there should be at least one block following the transfer table, and it should also be configured by the Coaster scripting cube.

It's still not working. When I try to configure something else, it wants to not slide over and instead wants to send the train backwards where it came from. I don't know what I'm doing wrong, and I feel so stupid.

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