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Quick Question 'Bout Environments
NoLimits Coaster

Yes, you can. However, by MrRC's instructions that will only start the ride at night. The dynamic sky will eventually turn to day based on your settings. As JP hinted, you can essentially get around this by changing your day/night cycle time to something extremely long. To do this, go to the NL2 main screen. Press "Setup" and go to the "Others" tab. Change the value in "Day-Night-Cycle" to something very large (I don't know if there's an upper limit from the software). The downside to this is that it is a user-specific setting and not a park-specific setting. So, if others download your park, they won't have this perpetual night.

Another way to do this is to use an environment without a dynamic sky. Sadly, NL2 doesn't have a built-in static nighttime environment. The built-in "Simple" environment has a static sky but it is a daytime environment. You would have to make your own nighttime environment. Its more work but it is something that is built into the park so if you release the park, others will also see the perpetual night environment.

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Rock 'n' Roller Coaster WDW Recreation
NoLimits Coaster

Hi, my name is Jensen and I am wondering when this project will be downloadable. Also I am making a working model of rock n roller coaster and I want to know if I can export your track spline for 3D printing and programming. If you want I would be happy to work with you if possible for a youtube series or video I love your channel and I look forward to hearing back from you.

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Inconsistent red spike
NoLimits Coaster

I guess I’m not sure what you mean by “interrogate” the g-force comb.

That being said, I have 2 thoughts. First is you have to remember that neither the g-force comb or the simulator g-force readout are “continuous” information sources. The comb shows you (guess-timating from memory) something like a value every 10cm. So, short spikes could be missed in that gap...or averaged away (I don’t know how NL2 handles the discrete calculation). Similarly, the simulator shows you g-force at the instant the frame is rendered. The train will travel a discrete distance down the track between frames depending on your frame rate every train will be in a slightly different location on the track when the frame is rendered. So, the simulator g-force readout will be slightly different every time a train goes by a spot.

Another thought to remember is the simulator g-force readout is specific to the seat that you are currently set to view from while comb is some sort of “effective while train value”. I would think it’s probably for roughly center of train, but don’t actually know. This can be a source of discrepancy between the 2 information sources.

One last thing to remember (and I don’t condone using this as an excuse, but you could...) is that even the standard used to limit g-forces for real rides doesn’t consider spikes shorter than 0.2 seconds. So, if your spike is so short it’s slipping between frames, it’s probably not a big deal from a realistic limit perspective.

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