Wait in line, my too short son
Wait at exit til I'm done
Maybe next year you'll be tall
Don't cry that you're short
Only 5 weeks until Roundup 600!
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-Ride_Op

Wait in line, my too short son
Wait at exit til I'm done
Maybe next year you'll be tall
Don't cry that you're short
Only 5 weeks until Roundup 600!
You create it, you share it, we feature it!
-Ride_Op
Thanks for the help, next time I’ll try NoLimits Explorers script. What I did is make a copy of the coaster see which segment exported and deleted it. But still thanks for the help.
Hello, I am not sure about being able to choose a switch track segment & export it to CSV. I found with a quick try-out that any track between two switch tracks is not exported. Though I did not check thoroughly...
You could use a script to measure e.g. a bogie of a train of your coaster and then just let the coaster run for a lap. Write the measured data to the messages window, and finally copy/paste it into a CSV file yourself.
Save the script below as "WriteTrackCoords.nlvm", and attach it to your coaster. It writes something similar to the messages window as you would get when exporting a CSV.
You can adjust this parameter in the script to adjust the distance between points as you'd do for CSV export:
private float distanceBetweenPoints = 0.5f; // Adjust this number to your liking.;
Hope this helps!
Perhaps someone else knows more sophisticated way without having to use a script...?
import com.nolimitscoaster.*;
import nlvm.lang.*;
import nlvm.math3d.*;
public class WriteTrackCoords extends Script {
private Coaster coaster;
private Train train;
private float distanceBetweenPoints = 0.5f; // Adjust this number to your liking.
public bool onInit() {
coaster = sim.getCoasterForEntityId(getParentEntityId());
if (coaster == null) {
System.err.println("Script not attached to a coaster. Exiting.");
return false;
}
train = coaster.getTrainAt(0);
if (train == null) {
System.err.println("Coaster [" + coaster.getName() + "] has no trains. Exiting.");
return false;
}
measureBogie();
writeHeadline();
writeMeasurement();
storedPosOut = posOut.dup();
return true;
}
public void onNextFrame(float tick) {
measureBogie();
if (posOut.distance(storedPosOut) >= Math.abs(distanceBetweenPoints)) {
writeMeasurement();
storedPosOut = posOut.dup();
}
}
private Vector3f frontOut = new Vector3f();
private Vector3f topOut = new Vector3f();
private Vector3f rightOut = new Vector3f();
private Vector3f posOut = new Vector3f();
private Vector3f storedPosOut = new Vector3f();
private void measureBogie() {
train.getBogieOrientationAndPosition(0, frontOut, topOut, rightOut, posOut);
}
private void writeHeadline() {
StringBuilder headline = new StringBuilder();
headline.append("No.\t");
headline.append("PosX\t");
headline.append("PosY\t");
headline.append("PosZ\t");
headline.append("FrontX\t");
headline.append("FrontY\t");
headline.append("FrontZ\t");
headline.append("RightX\t");
headline.append("RightY\t");
headline.append("RightZ\t");
headline.append("UpX\t");
headline.append("UpY\t");
headline.append("UpZ");
System.out.println(headline);
}
private int num = 1;
private void writeMeasurement() {
StringBuilder line = new StringBuilder();
line.append(num + "\t");
line.append(posOut.x + "\t");
line.append(posOut.y + "\t");
line.append(posOut.z + "\t");
line.append(frontOut.x + "\t");
line.append(frontOut.y + "\t");
line.append(frontOut.z + "\t");
line.append(topOut.x + "\t");
line.append(topOut.y + "\t");
line.append(topOut.z + "\t");
line.append(rightOut.x + "\t");
line.append(rightOut.y + "\t");
line.append(rightOut.z);
System.out.println(line);
num ++;
}
}
No. PosX PosY PosZ FrontX FrontY FrontZ RightX RightY RightZ UpX UpY UpZ
1 64.26366 2.5 -5.182514E-8 1.0 3.15369E-10 -1.892211E-9 -3.15369E-10 1.0 2.17077E-9 1.892211E-9 -2.17077E-9 1.0
2 64.7713 2.5 -5.278569E-8 1.0 3.15369E-10 -1.892211E-9 -3.15369E-10 1.0 2.299317E-9 1.892211E-9 -2.299317E-9 1.0
3 65.28258 2.5 -5.375313E-8 1.0 3.15369E-10 -1.892211E-9 -3.15369E-10 1.0 2.432075E-9 1.892211E-9 -2.432075E-9 1.0
4 65.79778 2.5 -5.4728E-8 1.0 3.15369E-10 -1.892211E-9 -3.15369E-10 1.0 2.569163E-9 1.892211E-9 -2.569163E-9 1.0
5 66.30961 2.5 -5.56965E-8 1.0 3.15369E-10 -1.892211E-9 -3.15369E-10 1.0 2.708614E-9 1.892211E-9 -2.708614E-9 1.0
The only thing u can do is to export this switch track seperately and make an single piece of track and make an single object.
Hello, I'm trying to export a roller coaster into Blender using the CSV export. The coaster I have built contains multiple segments separated by switch tracks. When I export, it selects one of the Track segments to export. Is there a way to change which track segment it will export?
There could be someone with Voltron but that’s probably going to be hard to come by as Voltrons Rotating Transfer Table is hard to add in No limits 2.
hello i came with a big question is there someone with the voltron layout in nolimits that wanne give its for a project in nolimits and park studio im recreating voltron but im not a good builder i think im one of the worst is there someone that can help me out thanks allot kind regards
When I was younger, I saw
My coaster fail to reach the top of the hill
It broke its own wheels and I watched
As they tried to reassemble it
And my daddy swore that they would
Never quite get it to work
And that was the day that I promised
I'd never stay in line if there's no point to it
Our next Mega Roundup contest will happen with Roundup 600.
You create it, you share it, we feature it!
-Ride_Op
ur.boy_kevinnn posted on June 24th, 2025
[...] when do you plan for the next update to come out?
I've been trying to fix some issues I found with the multimove feature when paired with Linked Sections. As soon as I finish fixing all the stuff around that, I will upload the next update with all the things I've been mentioning lately. I don't really have an ETA though, because I'm doing it on my free time as you know, so I really pick it up when I have time and feel motivated to do it.
dg Yep, there were some indiscrepancies between the acceleration and deceleration values. Just curious, when do you plan for the next update to come out?
ur.boy_kevinnn posted on June 23rd, 2025
[...] when using multi-move, the train in the waiting area collides with the train from Station 2 as it is making its way through Station 1 [...]
The feature is not wrong per-se, but it's a simple one and relies in your fine-tuning of the coaster to prevent collisions. You're overriding the block system after all...
It works best if all of the blocks involved in the multi-move have the same transport speed and acceleration/deceleration and are the same length. Besides, I recommend spacing the trains an extra bit by selecting the "when end of section reached" option instead of "when starting to leave", which requires a much more precise setting.
In any case, I think I will add an extra warning and tip on the feature's help for next version.
Thank you so much CCA-Games and dg! That works, but when using multi-move, the train in the waiting area collides with the train from Station 2 as it is making its way through Station 1. It seems it is trying to advance to the first launch as well (when it should be stopping in Station 1). When not using multi-move, everything does what it's supposed to, so I guess there's something wrong with the feature.
ur.boy_kevinnn posted on June 23rd, 2025
Hello. I'm having trouble figuring out how to have dual (inline) stations for my recreation of Maverick at Cedar Point. When dispatched, the first train advances out of Station 1 and into the first launch (like it should), but then the second train from Station 2 stops in Station 1 and repeats the loading process. The second train is supposed to pass through Station 1 and wait at the beginning of the first launch until the first train has cleared the Launch 1 Block.
Hello ur.boy_kevinnn,
As CCA-Games has indicated, you need to use the "Passes" setting to let trains pass through stations without using them. Unfortunately, NoLimits 2 doesn't let scripts read the Passes value as set on the Editor's Block Settings window, so I included it independently in the Script Generator. You can find it as "Station passes" on the Block Properties window. For your specific configuration, set it on both stations to "1" (skip 1 train between each train you make stop in the station).
And a small extra detail, that should work well regardless of how many trains there are in the track (odd or even). If the number of trains is even, each train will always stop in the same station, but if the number of trains is odd, the trains will stop each time on a different station. Maverick has 6 trains (source: RCDB), but most of these coasters that have two inline loading stations, as far as I know, usually operate with an odd number of trains, which normally results in less waiting for the trains (and guests) at the end of the ride before being able to enter the stations. I don't know if that's Maverick's case, since I've never been to Cedar, so if you've been or know people that have been, trust them better than me on that.
(To clarify, they may have an even number of trains, but run an odd number, keeping the extra train for maintenance and repairs while having the ride running at 100% capacity.)
P.S.: As far as I know, Maverick also has a bit of multi-move in its stations, so you can also enable that with the "Simultaneous Advance" setting ;)
Not 100% sure on this but set both stations to 1 pass and it should work well if you have an even amount of trains. Make sure to do this in the script generator.
Hello. I'm having trouble figuring out how to have dual (inline) stations for my recreation of Maverick at Cedar Point. When dispatched, the first train advances out of Station 1 and into the first launch (like it should), but then the second train from Station 2 stops in Station 1 and repeats the loading process. The second train is supposed to pass through Station 1 and wait at the beginning of the first launch until the first train has cleared the Launch 1 Block.
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At the theme park, woah
Talking about the theme park, yeah
Come on y'all and sing it for me
Theme park, woah, theme park, yeah
Our next Mega Roundup contest will happen with Roundup 600.
You create it, you share it, we feature it!
-Ride_Op
A brand new modern FVD program.... I'm beyond interested, and will give it a try.
The first (short) tutorial is out.