^exactly. (I couldn't get it to show on here so I had to link it)
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Whats the reason for u placing this link to the very small coaster track image ?
because it's a guess the coaster thread and the last question hasn't been active for 7 days? that's within the rules i think
I have just a small idea for a future update...maybe you could add the function that it's possible to save custom video output settings. It would just make things a bit easier so that I don't have to type in my preferred video size every time I want to record a video (for tests I also record the coasters in a smaller resolution since my laptop is not the fastest). So just a button to save custom settings would do it.
Thanks
MrBassFanatic posted on January 24th, 2021
Good luck. (I couldnt get the image posted on here for some odd reason, so I linked it.)
Hint: Defunct
Whats the reason for u placing this link to the very small coaster track image ?
Loving this. Personally I'd suggest using the older rocket coaster trains, I think they fit perfectly with this coaster. If you really wanted to go crazy, you could model the little skis under the upstops to engage with the friction wheels on the lift. Your layout is great as usual, but as a big fan of compact layouts, I have to say it'd be nice if you could have even just one element that wasn't a directional change. An airtime hill, a zero g, something to break up the turnarounds and let you breath for just a second. Looking forward to seeing your progress!
I really like that layout and how compact you were able to make it. One addition I I think would be really cool would be to try doing a dive kind of thing for the second half of the cobra roll, like on the non inverting cobra roll on the walibi belgium hyper coaster, but with more of a whip. I feel like the cobra roll seems a little like a deadish spot for the ride, at least not quite as interesting or as unique as the rest of the layout (which again is awesome!).
Good luck. (I couldnt get the image posted on here for some odd reason, so I linked it.)
Hint: Defunct
I finished a layout

A very compact Intamin beyond vertical drop coaster. Currently weighing up on whether to use the new gen Intamin trains or the old rocket coaster trains on it.
https://soundcloud.com/user-62316697/sets/buy-my-ep
I've been working on an EP now - got two songs finished so far.

Ice Breaker by Me

Speed Demon by Me
Great! It is recommended to have the trigger point for most block brakes to be at the start of the segment so the train will immediately begin slowing when reaching the brake, with the brakes closed when they get there.
-Ride_Op
I made a combo ride with Jurassic park Jeep ride and Raft ride (still WiP) the ride is far more complete then i can show in this video.
Sorry, I should have added that ALL my zero degree rolls are ticked "strict". Always have been. That's why I'm so surprised to have to add dummy rolls (some of the time, not always) to keep things level. Weird!
LeedsUKNL posted on January 21st, 2021
Hmmm.... I've seen all that "heartline", center of rails", etc. business, but I remember thinking to myself "isn't that a bridge too far?!?!" ;) I just add my roll points and it gives me what I'm after. Having said that, there is a quirk(?) I've noticed. When I come back into a straight section after a 180 turn, I add a zero degree roll point. I would have thought that would suffice until the next turn, but no - the track seems to have a mind of its own" If I don't periodically add other zero degree roll points along the straight stretch, it sometimes wants to curve off of its own accord! Now that I've sussed a solution that works for me, I'm quite happy. I mean. I don't understand why it does it, but I'm not going to lose sleep over it.
Click on the zero degree roll and click strict, should solve that. Also for making it a smooth transition to the flat section, put a roll right before it (but not too close) that is about 5 degrees banked and adjust it along the spline until it is smooth (run over it in track view to check).
Hmmm.... I've seen all that "heartline", center of rails", etc. business, but I remember thinking to myself "isn't that a bridge too far?!?!" ;) I just add my roll points and it gives me what I'm after. Having said that, there is a quirk(?) I've noticed. When I come back into a straight section after a 180 turn, I add a zero degree roll point. I would have thought that would suffice until the next turn, but no - the track seems to have a mind of its own" If I don't periodically add other zero degree roll points along the straight stretch, it sometimes wants to curve off of its own accord! Now that I've sussed a solution that works for me, I'm quite happy. I mean. I don't understand why it does it, but I'm not going to lose sleep over it.
more specifically they're the curve the track is generated along, so if you have a heartline the track will be offset relative to the spline. it isn't an advanced feature or anything just something that's always there
@ Coasterguy246
That custom brake part looks VERY good.
So it's been almost a week, not too much major progress has been made but I have been doing a few small things while waiting on the rest of the track model to be finished. Firstly, I created a Logo for the ride, something fairly simple and also quite late '90s. I might tweak some of the colors later down the line, but I'm happy with the overall shape.

Secondly, I remodeled the clamp brake. With the custom track, I can't use the NL2 one without it sticking out due to a slight difference in the height of the spine (and also the ties being different). After scouring the net for some photos and rough dimensions, then figuring out how the clamp system works, here is the result




I also plan to release it as a custom object for people to use on wooden coasters and such, but it still needs to be optimized, animated, and textured properly by secretimbecile
Finally, I have begun modeling the transformer boxes and the building for the rest of the electrical equipment.

It's still incredibly work in progress and hasn't really had much visual improvement yet, but that's because I have been fiddling with the scale of everything before I did any proper details. Like I said, not too much but hopefully, by the next update, the custom track will be fully ready and I can start working on the Launch structure.
LeedsUKNL posted on January 20th, 2021
[...] To be honest, I dismissed the word "spline" when first starting out in NL2, as it seemed to be a somewhat advanced feature that I didn't think I would ever need myself. Truth be told, I'm still a little vague on what it is exactly [...]
Splines are just all the curves. You don't really need to know the technical name for them, just that they're the path the coaster will take!