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Daniel's NL2 Stuff - NEW: Convert Images to Objects!
Scripting

bestdani posted on September 11th, 2019

How to use NL2 Coaster Animations in External 3D Software

If you want to use your NL2 Coaster in another 3D Environment, I have recently tested, now polished and released a way how to apply information logged by NL2 onto a curve that is present in blender, from there you can go to virtually everywhere with that information.

Here is a comparison between NL2 and the imported animation data in blender.

Download it here - a detailed picture tutorial is included.
Ensure you extract / copy the zipped base directory and not its contents since it contains a hidden resource directory as well which might not be extracted on some systems otherwise.

Note: You probably also want to use the blender CSV importer to import your own spline curve that you can export with the NL2 Professional version.

I'm able to get the animation of the coasters applied to objects on the spline, but it's misaligned...it's speeding up the lift and slowing down the drops lol. Am I missing a step? Or did you just manually keep fiddling with the offset until it looked like it matched? I'm using the corkscrew coaster in the template. Would really appreciate any tips on how you got it working.

I think it might also be because the track spline as imported starts after the station, rather than at the starting position of the train if that makes sense?

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Problem at RTX 3080 lhr
General

Hi. First of all, I apologize for using the translator.
My Nolimits 2 is Steam pro Version. After upgrading to an rtx 3080 lhr a while ago, the frame rate dropped severely(is less than 60fps, and load rate is also low). Previously, I used a gtx 1050ti, rtx 2080. Reinstalled Nolimits 2, and the graphics driver.
Are there any problems with the recently released rtx 3000 lhr version? I can't solve it because there is no relevant information :(

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Coaster Scripting Cube
Scripting

BackRowRider posted on August 9th, 2021

Hi. Have you configured the whole coaster (also the block of the transfer table) with the Coaster scripting cube? If the train doesn't move, the issue must be related to that cube, the blue one. Or else, did you turn the "Enable transport device" in the transfer table's "Brake section settings" on?

Yeah, I have the transports enabled. Does the coaster need to be a complete circuit for the scripts to work? I'm working on the coaster as I script it, and It's not giving me any error notices, so I think I have everything plugged in correctly?

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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

Not a comment on penalisation, but more on E-stop tests - because we don't know when the E-brake would trigger in a real emergency scenario, do you think it'd be a better idea to release the train from the furthest place possible on a block brake segment?

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

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

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

With my big road wheels and a coaster spark
I do believe I'll find myself a new park
I don't wanna be the last in line
I don't wanna do your sleepwalk queue anymore
I just wanna ride more Mr. Freeze
I will fly through the fastpass with ease
We can roundup three ninty one
Leave three ninty behind
Ride out past the lift hills
Watch the world die

Roundup 391

Roundup 400 is just 9 weeks away.

You create it, you share it, we feature it!

-Ride_Op

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