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Dragón Groar's NoLimits 2 Script Generator
Scripting

EK gaming posted on September 6th, 2026

CCA_Games posted on September 5th, 2026

EK gaming posted on September 5th, 2026

CCA_Games posted on September 5th, 2026

I think all you need to do is on the previous block in the settings where it says next block segment set it to swing brake. Then set the swing launch on the next block. As long as the block doesn't go immediently into a switch track after or transfer track then it should pass through normally but swing launch when stopped.

Is there any way you can make a quick tutorial on just that part? your tutorial isn't super helpful because your making a swing launch at the same time. It would be VERY VERY helpful!

Maybe, but probably not till monday or Tuesday or next week

ok thank you so much!! just lmk when you post it!

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Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on September 5th, 2026

EK gaming posted on September 5th, 2026

CCA_Games posted on September 5th, 2026

I think all you need to do is on the previous block in the settings where it says next block segment set it to swing brake. Then set the swing launch on the next block. As long as the block doesn't go immediently into a switch track after or transfer track then it should pass through normally but swing launch when stopped.

Is there any way you can make a quick tutorial on just that part? your tutorial isn't super helpful because your making a swing launch at the same time. It would be VERY VERY helpful!

Maybe, but probably not till monday or Tuesday or next week

ok thank you so much!! just lmk when you post it!

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

EK gaming posted on September 5th, 2026

CCA_Games posted on September 5th, 2026

I think all you need to do is on the previous block in the settings where it says next block segment set it to swing brake. Then set the swing launch on the next block. As long as the block doesn't go immediently into a switch track after or transfer track then it should pass through normally but swing launch when stopped.

Is there any way you can make a quick tutorial on just that part? your tutorial isn't super helpful because your making a swing launch at the same time. It would be VERY VERY helpful!

Maybe, but probably not till monday or Tuesday or next week

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on September 5th, 2026

I think all you need to do is on the previous block in the settings where it says next block segment set it to swing brake. Then set the swing launch on the next block. As long as the block doesn't go immediently into a switch track after or transfer track then it should pass through normally but swing launch when stopped.

Is there any way you can make a quick tutorial on just that part? your tutorial isn't super helpful because your making a swing launch at the same time. It would be VERY VERY helpful!

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

I think all you need to do is on the previous block in the settings where it says next block segment set it to swing brake. Then set the swing launch on the next block. As long as the block doesn't go immediently into a switch track after or transfer track then it should pass through normally but swing launch when stopped.

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

Hi! I've learned the basics of how to use this program, so I'm trying to do more advanced stuff. for example, I have a coaster on which on the second launch I would like it to fully stop, launch backwards, up the last element, then back forewords through the rest of the layout ONLY when I Emergency stop the train on the launch, so basically just a basic launch recovery. If there is anyone able to give me the steps to do that, it would be greatly appreciated. Thank you!

![](file:///C:/Users/mklic/OneDrive/Pictures/Screenshots/Screenshot%202026-09-04%20145547.png)

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Realism when exporting
General

Oscar yeomans posted on September 2nd, 2026

I’ve been having issues when importing coasters from FVD into nolimits. When I’m creating a coasters with a longer train for example a vekoma mk101, it has a much greater mass and more momentum in nolimits, but fvd doesn’t calculate mass of longer trains and is more just the mass of a single point if you know what I mean, therefore when you export and test, g forces end up being much higher in nolimits 2

Vekoma has no MK101 only an MK1101

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Realism when exporting
General

I’ve been having issues when importing coasters from FVD into nolimits. When I’m creating a coasters with a longer train for example a vekoma mk101, it has a much greater mass and more momentum in nolimits, but fvd doesn’t calculate mass of longer trains and is more just the mass of a single point if you know what I mean, therefore when you export and test, g forces end up being much higher in nolimits 2

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Free Node Y-Axis Placement...
NoLimits Coaster

Am I missing something? I've been playing NL2 on and off for roughly 7 years now. I remember in the original NL if you were to click an existing free node so that it's highlighted and then in the Top view add new free nodes, they would 100% of the time be placed on the same Y-axis. It made adding a bunch of new nodes at a specific height very simple and easy. However now in NL2, this same method usually doesn't work the same way. The new nodes will be placed at a different height most of the time, forcing me to go in and manually adjust every one (either by highlighting them and dragging or double clicking and typing in the value). Even copying and pasting the node gives the same result - a random new Y-axis value, which baffles me that even literally C/V doesn't, well, copy the value. I'm getting into more intricate support work and this bug, if it's a bug, is making things super tedious. Am I missing something?

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