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Chesapeake Beach's The Great Derby
NoLimits Coaster

Chesapeake Beach is a smallish resort town on the Chesapeake Bay in Calvert County, Maryland. The closest thing it currently has to an amusement park is a small water park. However, from 1916-1926 it was home to a nice sized pier roller coaster called The Great Derby in a park named Seaside Park. There are few pictures of the roller coaster, but the ones that exist give a good idea of the ride's general layout. I have no skills to build it, but if anyone here is up for a challenge, a recreation of The Great Derby would be awesome!

Here's search results containing many of the pictures:
https://www.google.com/search?q=the+great+derby+chesapeake+beach&client=firefox-b-1-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiG4NWK4p7rAhWQwFkKHX4KCGQQ_AUoA3oECAsQBQ&biw=1279&bih=606#imgrc=zcvRp_CCvVhQtM

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The Official Scripting Ask Thread
Scripting

Hi! I'm trying to make a script that animates "levitating" objects. For the most part it appears to work, but for some reason the script gets a little buggy whenever I change the sim speed. Specifically, whenever I change the sim speed, since my object is usually at a higher / lower height than its starting position, it treats that as the new "starting" position and ends up levitating higher / lower than the height I intended. Right now I have a quick fix for this, which involves resetting the position of my object whenever I change the sim speed. This technically works and prevents any unwanted changes in my object's position, but obviously it ends up looking a little jarring whenever I change the sim speed (it "teleports" back to its original position). It isn't a huge deal if there's no other way to work around this sim speed issue, but I'm wondering if there's a better way to prevent the issue with this kind of script. Any help would be really appreciated!

import com.nolimitscoaster.*;
public class Levitation extends Script{
	private SceneObject object;
	
	float xPos, yPos, zPos, yPos1;
	float levitation;
	
	float simSpeed, simSpeedPrev;
	
	public final float delay = (float)(2*Math.random());
	float delayCountUp;
	bool goingUp;
	public final float upOrDown = (float)(Math.random());
	
	public bool onInit(){
		int parentID = getParentEntityId();
		object = sim.getSceneObjectForEntityId(parentID);
		xPos = object.getTranslation().x;
		yPos1 = object.getTranslation().y;
		zPos = object.getTranslation().z;
		
		if(upOrDown > 0.5){
			goingUp = true;
		}
		
		return true;
	}
	
	void onNextFrame(float tick){
		simSpeed = sim.getCurSimulationSpeed();
		
		delayCountUp += tick;
		if (delayCountUp >= delay){
			delayCountUp = 3;
			yPos = object.getTranslation().y;
			levitation += tick;
			
			if(goingUp == true){
				object.setTranslation(xPos, (float)(yPos+simSpeed*Math.sin(levitation)/30), zPos);
			}else{
				object.setTranslation(xPos, (float)(yPos-simSpeed*Math.sin(levitation)/30), zPos);
			}
			
			if(((levitation >= Math.PI)&&(yPos/yPos1 <= 1.001)&&(yPos/yPos1 >= 0.999))||(simSpeed != simSpeedPrev)){
				object.setTranslation(xPos, yPos1, zPos);
				levitation = 0;
				if(simSpeed != simSpeedPrev){delayCountUp = 0;}
				}
		}
		
		simSpeedPrev = sim.getCurSimulationSpeed();
	}
}
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The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

When exporting a spline whats the difference and reason for using editor spline over center spline or vise versa?
Since no one here had the answer I asked NoLimits. Their answer below in case some one else needs the answer.

The editor spline might contain offsets from the center spline when the heartline or custom offset option is used.

(Editor -> Coaster -> Coaster Properties -> Mode -> Splineposition)

When set to 'Center of Rails', the editor spline and center spline are identical.

I exported my track design and imported it in Solidworks. its 39.47 times to small. What did I do wrong?

That sounds like a inch/meters conversion problem. Exported splines from NL2 are always exported in meters, no matter what you set in units. The unit setting only affects the labels inside the editor and will have no effect on any file format exported or imported from or to NL2.

thanks in advance

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NL2 Ask Thread
NoLimits Coaster

j88 posted on August 18th, 2020

i'm trying to create my first Dark coaster (ala The Many Adventures of Winnie the Pooh at WDW), and am completely struggling. Can't find any tutorials on how to create a dark ride (was able to do it using tunnels, but it looks horrible). Am I being blind? Or can someone point me in the right direction of how to do it please? Thanks

U can make LARGE square box in Sketchup and export it as *.DAE file and place it around your coaster.

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