How to: vary heartline by element/properly in line twist with FVD++!
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Ever wanted to make that perfect in line twist all while using FVD++? While, now you can !
It may take a little effort, but the result is well worth it!
How to vary your heartline by element
And properly in line twist with FVD++!
By,
Jcoasters
You can also experiment with these methods to vary your heartline throughout the track!
I made this thread a while ago and I'd like to share it other places. Please read these comments as they may answer some questions:
Edit:
Basically, all I'm doing is designing a roll with a heartline value of -0.5m. When imported to wing coaster with heartline value of 0.5m, the nodes are shifted to get a perfect 0m heartline, thus a perfect in line twist.
Concept two shows you how to do a furious baco style roll and how to get a perfect transition between different heartlines. In example 3, I simply move the roll element to the correct spot and smooth out the small pump that occurs manually.
Hello,
Today I would like to talk about the in line twist element in regards to it's construction within FVD.
The basic principle is centered around the heartlining process within No Limits and FVD that alters the track in a way so as to respond to inputs from the pointlist/spline. When an element constructed with an inverse heat line is exported in spline based formats and imported, the corresponding track is shifted in a way that is halfway between both heartlines. In conjunction with multiple elements, this can be used to create sections of varying heartline within a single track, perfect for building in line twists. For example, by producing elements with a heartline value of -0.5m, the corresponding track once imported will match a heartline of 0m when used with Wing Coaster, as shown in these demonstrations.
It should also be advised that, so far in my testing, only Geometric sections will export correctly, straight sections cannot be used.
1: Concept Roll
Here we see a basic concept. Both a version with heartline of 0 and -0.5 will be made to show the correspondence.


When the heartline value is switched to -0.5, the ending coordinates stay almost identical, only off by 0.001m on the "X" axis. From what is gathered so far, elements without constant speed will most likely result in having a greater variance in ending position. Also, in this example, the 0.001° offset in roll can be fixed with a "to zero" function in the next segment, which is virtually unnoticeable.


Here we see the first element, constructed with 0m heartline. This was exported via the NoLimits 2 exporter function of FVD, and imported with center of rail spline position.


The -0.5m heartline version is exported in either "tangent" mode or "spline" mode and imported in 0.5m track heartline position. Some experimentation with export parameters may be advised. Once moved 0.5m higher in elevation to the other track, they are nearly identical.


Both coasters frozen in side view.

Skip to 1:51 for off-ride angle if so inclined.
2: Baco Roll
Here we see an example of a Furius Baco style roll entrance. For this, the entire ride will be constructed in -0.5m heart line, despite being a wing coaster, and when fully processed, the heart line of all track, except the roll, will be 0.5. While the shaping may be slightly different than would be constructed with a 0.5m heartline from the get go (as in the next example), it will still be great. The benefit of this method is the ability to add an in line twist in the middle portion of the ride with a very smooth transition, in theory.
I may warn that this was a quickly made example.

Well it has not been ridden by me personally, it seems from onride videos that there is a quick delay into the roll similar to as constructed above. In this build, it seems far too long and my Guess is that Intamin/Stengel probably had a different shaping method in their software. I would recommend making this section style very short, or perhaps making a transition that is off center significantly.
Roll is at approximately 1:28.

It seems important to line up the values for a smooth transition. Some fiddling may be advised to achieve the direction necessary.



From here, the sections before the lead into the roll will be exported in either spline or tangent format. It seems to me that sometimes only one mode works, although I could be wrong about that. Make sure to "export without heartling the track" as it places the actual heartline at 0, which will then be offset by 0.5m when fully processed.

Then, sections containing the lead into the roll, roll itself, lead out, and in this case a brake run, will be exported in either of the two NL1 formats with the heart lining enabled. So far, all of my tests place the roll directly into a straight section, but I see no reason why the exporting method as described could not, in theory, add on a following element. My guess is that the following element is also to be exported without heartlining.

Next, our elements will be imported into NL1 since it uses a center of rails spline based system at all times, ensuring a smooth transition between the heartlined and un-heartlined elements.

While from here this can be directly imported into NL2, I chose to import into FVD so I could then export as one large element in NL2 format with a much smaller segment length. Before exporting, it might be helpful to set the heartline to the format chosen, in this case 0.5m.

We can see how all elements line up to the intended heartline.


How does it ride? The transition into the twist is too long and the first bank out of the launch is too fast, so excuse those laterals, but it serves well for demonstration purposes. The transition from unheartlined to heartlined elements is unnoticeable and the roll is pretty smooth, so overall, I'd say it's a successful experiment.
3: Jump Into Roll
Last example, for now, is an airtime hump into roll where the majority of the track was constructed with 0.5m heartline.
First, A mock up (definition: dummy, test, concept) roll was made to approximate direction and pitch.

Then, a new FVD file was created with a heartline of -0.5m and the parameters from the would be prepending force segment were applied to the anchor. The element starts with a pitch transition up to 0° and a roll transition, followed by a flat segment, and finally a roll out and pitch change up segment. Since it wasn't perfectly flat, the following would be straight section for brakes was made into a geometric section with a "to zero" roll and slight pitch change up which is unnoticeable. It also is slightly above the station height by 0.068m, which can be corrected in the following curve section.


When imported into NL2, the roll element was 0.5m short height wise and slightly farther distance away due to the difference in heartline, unlike the method above. This isn't a big issue however as the roll element can be raised 0.5m to the correct height and the corresponding pump smoothed out.

How does it ride? Well, it was way too fast and some trims were needed, I guess that section will be changed. The roll was at 113°/s and the laterals were at like 2.5 or something haha, so I would suggest no more that 70-80°/s max, experiment with it.
Important!

Here's a link to some of the files. Some of them were deleted, but here it is anyway haha.
https://www.mediafire.com/file/fh30i5jrki10mkw/in_line_twist_files_1.zip/file
NoLimits has lamp fixtures that you can place. In the "scenery" tab in the editor, go to "Chose...". Then, in the window that opens, select "library", then the "Park" folder, then "Lamp Set". There you can find a number of recolorable light sources to jazz up your tunnel
Hi. Can any of you experts suggest the easiest way to provide a bit of illumination inside a tunnel? Rather than have 20 seconds of pitch darkness, is there any facility for having even a bit of light to follow the track round, even if it's very dim? Thanks!
I thought I would ask on this forum as well, but where can I find b&m second gen hyper 4 across. I heard the codemaster may have made one.
Coasterman0108 posted on October 2nd, 2020
OrionBack posted on October 1st, 2020
Does anyone know where I can find 2nd generation 4 across b&m trains and is it possible to for me to edit them to put the Orion logo on the front?
yes there is a away to put a orion logo on it, u will need to download the blank textures car file here it will be on the first page, then u will need to extract the files to your park files, then once u have that in, u will need to edit it for me to edit it I use photoshop to edit and draw on it. And idk there is a 2nd generation 4 across B&M tains.
Yeah I know how to do the design thing, I’m just wondering about the trains as I heard codemaster designed some
This did the trick. Really appreciate the help!
OrionBack posted on October 1st, 2020
Does anyone know where I can find 2nd generation 4 across b&m trains and is it possible to for me to edit them to put the Orion logo on the front?
yes there is a away to put a orion logo on it, u will need to download the blank textures car file here it will be on the first page, then u will need to extract the files to your park files, then once u have that in, u will need to edit it for me to edit it I use photoshop to edit and draw on it. And idk there is a 2nd generation 4 across B&M tains.
Lately I've been listening to Super Mario 64's final boss theme quite a lot.
Does anyone know where I can find 2nd generation 4 across b&m trains and is it possible to for me to edit them to put the Orion logo on the front?
Scottric posted on September 27th, 2020
I've also lost the ability to take any screenshots or export video. For posters, the progress bar still appears but the "screenshot saved" message does not. Attempting to export causes a "permission denied" error in the console. Running the program as administrator does not fix the issue.
I was able to fix the issue with my screen shots and video by deleting the "nolimits2_config.xml" file located in your AppData / Roaming / com.nolimitscoaster.nolimits2 folder. When the app is lunched again it created a new config file. And all was good.
Project Sunset (Gabe) did a great job recreating all the road signs from the attraction - now we're really starting to get them in place!





"We're only just getting started!"
I know we've had a bit of a progress gap so I'm trying to make up for lost time. All of us on the team have had a lot going on personally so we don't have as much time as we used to; however - the gravity building is getting closer and closer to completion.
The limo train is just sitting atop the in-game train for now as a test. The final train model will also be coming soon thanks to Pieter.
Supports will be finalized soon as well and then we'll start adding the fun extra details to the gravity building to bring it to life. Now what details are those? You'll just have to stay tuned until next time...
I would follow my pride
I would ride all the rides,
but the lack thereof would leave me empty inside
Follow my route, turn it inside out
Find nothing but looping stunting
Want to put my coaster
fender in a blender
Watch it spin round to a Three Four Seven
Rendezvous, and I'm thrill'n you!
3 weeks remain until Roundup 350!
You create it, you share it, we feature it!
-Ride_Op
ScootSceet is the ultimate winner!!! Incredible work of art!
Woah, that looks incredible ScootSceet! All those intricate details, that must have taken ages to do.
fintamin posted on September 29th, 2020
Coasterman0108 posted on September 18th, 2020
do u have a main spline information chartI'm afraid I do not understand what you are asking. However you can find all charts I've made pinned to the first page of this thread. If what you are searching is not there, it doesn't (yet) exist.
like this that is circle

This coaster looks like amazing. It is so nice integraded in the landscape!
Coasterman0108 posted on September 18th, 2020
do u have a main spline information chart
I'm afraid I do not understand what you are asking. However you can find all charts I've made pinned to the first page of this thread. If what you are searching is not there, it doesn't (yet) exist.


