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Voltron nevera 3d model
NoLimits Coaster

I am searching for a 3D model of the Voltron Nevera. Im specifically looking for the coaster cart itself. So i mean the front end and seats. I would love to make the coaster in no limits myself using the model. If anyone can help me in the right direction or to the right files. Thank you. I tried using blender myself, but im only 16 years old and i find it kinda hard since im not that tecnical.
Anyway thank you for you help.

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Is there a middle ground?
General

ffinelliott posted on May 4th, 2025

I get exactly what you mean. I think Planet Coaster 2 has a looooong way to go, there are so many things I love yet also really hate about it, as well as many “Why?”s.

NL2, although fantastic, has its limitations not in terms of technical limitations but limitations in terms of the skills of its user. For example, to make a custom station in PC2 (and make it look good) is a breeze, especially with its seemingly endless list of really high quality assets.

To create a custom station in NL2 (with custom scenery, etc)? It’s a pain. You need to be a relatively okay 3D modeller, and the reality is that I just don’t have the time for that. I’m currently thinking of making a recreation of Thorpe Park’s Colossus in NL2 but the more I think about the level of 3D modelling for even simple things like lighting fixtures in the station, the more I cannot be arsed.

Do you get what I mean? If you’re not a comfortable with 3D modelling, good bloody luck creating custom stations in NL2.

It has to be said though that if I want to build a coaster that’s as realistic as possible and without any “jank” (for lack of a better word), then NL2 is my go-to. I despise PC2’s way of constructing coasters. It just feels like one slight step up from the prefab pieces in RCT but without any sort of smoothness. I tend to build something, think “This’ll be good!”, then ride it, and then realise I need to iron out so many bumps and kinks. I tend to get things right first time in NL2, with only minor tweaks needed once I finish something.

The one thing NL2 is screaming out for is basically FVD++ but fully integrated. I know NL2 technically has a force vector design feature, but it feels very clunky compared to FVD. At the same time, OpenFVD as a project is pretty much abandoned and will only accumulate bugs from now on, to the point where it’s not usable.

Thank you for understanding where I'm coming from. I genuinely did feel like an idiot after I posted this, but I'm willing to stand by that there is no middle ground out there right now. I'm glad you brought up the customizability of stations and how you need to get gud at 3d modeling to create what you truly want. That just doesn't go for scenery, but for roller coasters and flat rides (for Planet Coasters' sake). Both NL2 and PC2 lack things in their respective ways. No Limits 2 doesn't have many modern train types, but it allows users to create/import their own custom trains (you need knowledge of 3D modeling and coding). Planet Coaster lacks a lot, in all honesty, and is just hard to defend at this point. Let's not pretend that the content (or lack thereof) with both NL2 and PC2 keeps both software from having a Roller Coaster Tycoon type of longevity and content throughput. At this point Keith McVeen should create something because he would outdo both PC and NL in what they lack.

tl;dr from this and my og post: there is an open market right now for a modern contender of RCT. Both No Limits and Planet Coaster can fill this spot, but fail to deliver.

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Is there a middle ground?
General

I get exactly what you mean. I think Planet Coaster 2 has a looooong way to go, there are so many things I love yet also really hate about it, as well as many “Why?”s.

NL2, although fantastic, has its limitations not in terms of technical limitations but limitations in terms of the skills of its user. For example, to make a custom station in PC2 (and make it look good) is a breeze, especially with its seemingly endless list of really high quality assets.

To create a custom station in NL2 (with custom scenery, etc)? It’s a pain. You need to be a relatively okay 3D modeller, and the reality is that I just don’t have the time for that. I’m currently thinking of making a recreation of Thorpe Park’s Colossus in NL2 but the more I think about the level of 3D modelling for even simple things like lighting fixtures in the station, the more I cannot be arsed.

Do you get what I mean? If you’re not a comfortable with 3D modelling, good bloody luck creating custom stations in NL2.

It has to be said though that if I want to build a coaster that’s as realistic as possible and without any “jank” (for lack of a better word), then NL2 is my go-to. I despise PC2’s way of constructing coasters. It just feels like one slight step up from the prefab pieces in RCT but without any sort of smoothness. I tend to build something, think “This’ll be good!”, then ride it, and then realise I need to iron out so many bumps and kinks. I tend to get things right first time in NL2, with only minor tweaks needed once I finish something.

The one thing NL2 is screaming out for is basically FVD++ but fully integrated. I know NL2 technically has a force vector design feature, but it feels very clunky compared to FVD. At the same time, OpenFVD as a project is pretty much abandoned and will only accumulate bugs from now on, to the point where it’s not usable.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

dg posted on May 1st, 2025

théocoaster posted on April 26th, 2025

bonjour dg. alors déjà merci pour vos précédentes aides qui m'ont été utiles et qui m'ont permis de corriger les difficultés.
aujourd'hui j'ai une autre question. elle concerne un futur coaster que j'ai en tête de confectionner, il s'agit d'un futur Stryker Mack mais dont le layout est court donc beaucoup plus sur un Mystic à Walibi Rhône-Alpes (oui c'est un gerstlauer et pas un Mack désolé) que un voltron à Europa Park.
comme c'est un layout court ma configuration est que une table de transfert fera office de launch en plus de desservir deux gares. alors ce que je voudrais savoir c'est si il y a moyen actuellement de faire une config "pulsar" (Walibi belgium) où le train se fait propulser en arrière puis en avant puis une le tour bouclé , que le launch le renvoie pour un deuxième tour et qu'à la fin du deuxième le freinage s'active.

Hi! (Translation below / Traduction au dessus)

I more or less understand what you want to do, and it definitely is possible (see CoasterGalaxyWorld's Era-Park for a Mack PowerSplash ride like Pulsar), but I'm afraid not without custom 3D trains and some scripting for the turntable movement. The problem requiring the custom trains and scripting is that you can't really make the train turn in a perfect circle and take the required track switches at the same time. The closest you could get (for a PowerSplash, for example) is this:

back spike ---->-- brake --<---- splash section
· · · · · · · / · · · · · · \
· · · · · · · \ · · · · · · /
· · · · · · · ·└--- sta ---┘

(Please ignore the small dots, spaces are apparently removed if put together)

You could do it either with regular switches (fork/merge) or with a fake transfer table to connect to two perfectly round tracks leading to the station, but either way you will need a straight section where the train needs to stop between both switches, so you can't make it move in a perfect circle, it needs to go a bit forwards or backwards first to reach the switches.

With 3D trains, however, when the train stops in the turntable's "track" position brake, you can unlink the 3D train from the actual (hidden) train and lock its movement to the turntable 3D object's movement, making it look like it's moving with it, while the real train does its slightly longer tour to the station.

I've also investigated a bit how CoasterGalaxyWorld did it in Era-Park, and it turns out that the only real track is the run track, which has only one train. The whole part of the turntable, station and second train is fully scripted. When the 3D train is in the turntable, its movement is controlled by the script, when it's in the run track, it's movement is linked to the real train. It's like what I've explained, but a bit simpler.

Those are the only good ways I can think of to do what you want, and unfortunately, they're not easy. (Of course, if you were to do this, you could close the circuit instead of leaving the two spikes to make what you want.)

Hope that helps!


Bonjour ! Je vais essayer de vous répondre en Français aussi.

Je comprends plus-ou-moins ce que vous voulez faire, et c'est certainement possible (voyez Era-Park, par CoasterGalaxyWorld, pour une attraction Mack PowerSplash comme Pulsar), mais j'ai bien peur de vous dire que c'est pas possible sans des trains 3D personnalisés et un peu de scripting pour le mouvement de la table rotatoire. Le problème qui demande des trains personnalisés et du scripting c'est que vous ne peut pas faire le train rouler dans un cercle parfait et prendre les [aiguillages ?] ("switches", désolé si la traduction c'est pas bonne) nécessaires au même temps. Le plus proche que vous pouvez aller c'est (pour l'exemple de la PowerSplash) :

pointe arrière ---->-- frein --<---- section splash
· · · · · · · · · / · · · · · · \
· · · · · · · · · \ · · · · · · /
· · · · · · · · · ·└--- gare --┘

(Svp, ignorez les petits points, les espaces sont enlevés s'ils sont réunis)

Vous pourrais faire ça avec des switches normales (fork/merge) ou avec une table de transfert fausse pour connecter le frein avec deux voies parfaitement circulaires qui conduisent dans la gare, mais dans les deux cas vous va avoir besoin d'une pièce de voie droite où le train doit s'arrêter entre les switches, dont vous ne pouvez pas le faire marcher dans un cercle parfait, il a besoin de marcher un peu en avant ou en arrière pour arriver aux switches.

Avec des trains 3D, cependant, quand le train s'arrête à la position de la voie de la table rotatoire, vous pouvez séparer le train 3D du vrai train (caché) et bloquer son mouvement au mouvement de l'objet 3D de la table rotatoire, pour qu'il semble que le train bouge avec elle, pendant que le vrai train roule dans son légèrement plus long voie vers la gare.

J'ai enquêté comme CoasterGalaxyWorld ont fait celle d'Era-Park, et il s'avère que la seule voie vraie c'est la voie principale, qui n'a qu'un train. Toute la partie de la table rotatoire, gare et deuxième train est entièrement programmé. Quand le train 3D est dans la table rotatoire, son mouvement est contrôlé par le script, quand il est dans la voie principale, son mouvement est lié au vrai train. C'est comme j'ai expliqué, mais un peu plus simple.

Ceux sont les seules façons bonnes que je peux penser pour faire ce que vous voulez, et malheureusement, ce ne sont pas des façons faciles. (Bien sûr, si vous ferez ceci, vous pouvez parfaitement fermer le circuit au lieu de laisser les deux pointes pour faire ce que vous voulez.)

J'espère que ça vous aidera !

P.S.: J'ai monté sur Mystic et c'est une attraction géniale bien qu'un peu court pour moi. ;) Voltron et Pulsar sont à mon liste. ^^ (J'étais à Europa-Park en 2022, j'ai vu les excavations de Voltron depuis Euro Mir... :) )

dg alors je me suis peut-être un peu mal exprimé. oui j'ai évoqué la configuration pulsar mais je sais pertinemment que faire une table rotative sur nolimits 2 il faut être un expert.
là où je voulais évoquer la configuration pulsar c'est le fait que le train est propulsé plusieurs fois sur cette même table.
alors concernant mon Stryker coaster je l'imagine de la façon suivante :
->launch arrière + launch avant pour faire passer le train du top Hat.
->faire un tour complet puis revenir sur la table pour une nouvelle propulsion et un deuxième tour.
->deuxième tour puis terminer le ride sur la table de transfert en mode freinage.
et pendant le cycle , la table de transfert est bloqué sur la position donnant sur le layout.

voilà comment j'évoquais pulsar. pas du tout dans le registre d'une table rotative.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

mcmillerjr00 posted on April 28th, 2025

Hello, I just downloaded this script generator. I just wanted to know how to use it. Thank you

EK gaming posted on April 28th, 2025

yeah i do too

Hello,

As MrRC explained, you should be able to understand the basics by clicking the ? icon at the top right corner (at least I hope so, because that's my intention with that menu), but I'll glide over the basics.

You need to add in its corresponding tab each Block, Non-block Section and Switch you plan to use, and then for each Block, you need to configure what Exits a train stopped or passing through that block can take. The first one in the list, by default, is the default exit (the one taken in AUTO mode by default).

Inside each exit configuration, you need to select the different settings for that exit, like the direction (forwards or backwards), if it's a launched exit or a regular one, the switches passed between the current block and the next (and their position), etc... I invite you to try the different settings and features and click the little ? icons in each for a small description and occasional tips about each.

And if you feel lost about any feature, feel free to let me know and I'll try to adjust the help texts for the next version to be more descriptive and, in general, more helpful.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

théocoaster posted on April 26th, 2025

bonjour dg. alors déjà merci pour vos précédentes aides qui m'ont été utiles et qui m'ont permis de corriger les difficultés.
aujourd'hui j'ai une autre question. elle concerne un futur coaster que j'ai en tête de confectionner, il s'agit d'un futur Stryker Mack mais dont le layout est court donc beaucoup plus sur un Mystic à Walibi Rhône-Alpes (oui c'est un gerstlauer et pas un Mack désolé) que un voltron à Europa Park.
comme c'est un layout court ma configuration est que une table de transfert fera office de launch en plus de desservir deux gares. alors ce que je voudrais savoir c'est si il y a moyen actuellement de faire une config "pulsar" (Walibi belgium) où le train se fait propulser en arrière puis en avant puis une le tour bouclé , que le launch le renvoie pour un deuxième tour et qu'à la fin du deuxième le freinage s'active.

Hi! (Translation below / Traduction au dessus)

I more or less understand what you want to do, and it definitely is possible (see CoasterGalaxyWorld's Era-Park for a Mack PowerSplash ride like Pulsar), but I'm afraid not without custom 3D trains and some scripting for the turntable movement. The problem requiring the custom trains and scripting is that you can't really make the train turn in a perfect circle and take the required track switches at the same time. The closest you could get (for a PowerSplash, for example) is this:

back spike ---->-- brake --<---- splash section
· · · · · · · / · · · · · · \
· · · · · · · \ · · · · · · /
· · · · · · · ·└--- sta ---┘

(Please ignore the small dots, spaces are apparently removed if put together)

You could do it either with regular switches (fork/merge) or with a fake transfer table to connect to two perfectly round tracks leading to the station, but either way you will need a straight section where the train needs to stop between both switches, so you can't make it move in a perfect circle, it needs to go a bit forwards or backwards first to reach the switches.

With 3D trains, however, when the train stops in the turntable's "track" position brake, you can unlink the 3D train from the actual (hidden) train and lock its movement to the turntable 3D object's movement, making it look like it's moving with it, while the real train does its slightly longer tour to the station.

I've also investigated a bit how CoasterGalaxyWorld did it in Era-Park, and it turns out that the only real track is the run track, which has only one train. The whole part of the turntable, station and second train is fully scripted. When the 3D train is in the turntable, its movement is controlled by the script, when it's in the run track, it's movement is linked to the real train. It's like what I've explained, but a bit simpler.

Those are the only good ways I can think of to do what you want, and unfortunately, they're not easy. (Of course, if you were to do this, you could close the circuit instead of leaving the two spikes to make what you want.)

Hope that helps!


Bonjour ! Je vais essayer de vous répondre en Français aussi.

Je comprends plus-ou-moins ce que vous voulez faire, et c'est certainement possible (voyez Era-Park, par CoasterGalaxyWorld, pour une attraction Mack PowerSplash comme Pulsar), mais j'ai bien peur de vous dire que c'est pas possible sans des trains 3D personnalisés et un peu de scripting pour le mouvement de la table rotatoire. Le problème qui demande des trains personnalisés et du scripting c'est que vous ne peut pas faire le train rouler dans un cercle parfait et prendre les [aiguillages ?] ("switches", désolé si la traduction c'est pas bonne) nécessaires au même temps. Le plus proche que vous pouvez aller c'est (pour l'exemple de la PowerSplash) :

pointe arrière ---->-- frein --<---- section splash
· · · · · · · · · / · · · · · · \
· · · · · · · · · \ · · · · · · /
· · · · · · · · · ·└--- gare --┘

(Svp, ignorez les petits points, les espaces sont enlevés s'ils sont réunis)

Vous pourrais faire ça avec des switches normales (fork/merge) ou avec une table de transfert fausse pour connecter le frein avec deux voies parfaitement circulaires qui conduisent dans la gare, mais dans les deux cas vous va avoir besoin d'une pièce de voie droite où le train doit s'arrêter entre les switches, dont vous ne pouvez pas le faire marcher dans un cercle parfait, il a besoin de marcher un peu en avant ou en arrière pour arriver aux switches.

Avec des trains 3D, cependant, quand le train s'arrête à la position de la voie de la table rotatoire, vous pouvez séparer le train 3D du vrai train (caché) et bloquer son mouvement au mouvement de l'objet 3D de la table rotatoire, pour qu'il semble que le train bouge avec elle, pendant que le vrai train roule dans son légèrement plus long voie vers la gare.

J'ai enquêté comme CoasterGalaxyWorld ont fait celle d'Era-Park, et il s'avère que la seule voie vraie c'est la voie principale, qui n'a qu'un train. Toute la partie de la table rotatoire, gare et deuxième train est entièrement programmé. Quand le train 3D est dans la table rotatoire, son mouvement est contrôlé par le script, quand il est dans la voie principale, son mouvement est lié au vrai train. C'est comme j'ai expliqué, mais un peu plus simple.

Ceux sont les seules façons bonnes que je peux penser pour faire ce que vous voulez, et malheureusement, ce ne sont pas des façons faciles. (Bien sûr, si vous ferez ceci, vous pouvez parfaitement fermer le circuit au lieu de laisser les deux pointes pour faire ce que vous voulez.)

J'espère que ça vous aidera !

P.S.: J'ai monté sur Mystic et c'est une attraction géniale bien qu'un peu court pour moi. ;) Voltron et Pulsar sont à mon liste. ^^ (J'étais à Europa-Park en 2022, j'ai vu les excavations de Voltron depuis Euro Mir... :) )

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Terra, Phase 4
NoLimits Coaster

Coastin' Dave posted on May 24th, 2023

AndreAkaMe posted on May 24th, 2023

It isn't dead, however I have found it very difficult to stay motivated to get into No Limits these days. There have been so many advances and new coaster models/tracks in the real world and NL2 has sadly fallen behind with updates to this sort of thing. There are loads of things I'd love to be able to do and design properly, Mack extreme Spinners; Modern Intamin trains/tracks/switches; Dive Machines with 6/8 rows; Modern B&M stand ups; Modern Vekoma launchers; Modern Vekoma Flyers; Drop tracks. Loads of things that could bring people back to NL2 with fresh waves of creativity.

Now I know that people have made custom train designs etc, but these don't have the full intergration of the sim. I can't easily switch seats or select the coaster from the lists etc, and without extensive knowledge of scripting it's very difficult to utilise things like this. This has just kinda sapped any motivation to get back into NL2 sadly.

I don't want this to sound too unappreciative of the team either, there are still numerous QOL updates that happen frequently which they do not have to do. The sim is great as it is, but I'd kill for some official DLC/paid content if it brought new actual updates, and opened up the sim to the modern day coasters. Until then I find I get motivation to get into my creations for maybe a day or 2 before it fades. Sorry it's not better news, and the park is definitely not dead, just updates to it are very few and far between.

I understand where you're coming from (cough project Rock 'n' Roller Coaster cough) but I want to challenge you on this: Terra is one of the most inspiring nolimits creations I've ever seen. I'd go so far as to say it's one of the best park projects I've seen in any coaster sim from RCT3 to Planet Coaster and everywhere in between. I love how it draws inspiration from many real world parks but also just takes these ideas and makes them something new.

And you didn't need the latest and greatest train to do that. I'd like to see more trains in NL as well, but I think your park was just about done from last I saw of it - and that was without all the new ride types. Yes the new ones can be fun, but there's something really special about how your park managed to be such a fantastic creation even without them. So what if the flying coaster isn't the new vekoma one? It's such a great ride!

Mack Xtreme spinners are cool and all, but you took the maurer spinner and gave it such a unique feel that fits in with the likes of Phantasialand or any of the Universal parks.

Your intamin blitz showed up even the modern ones and you did that with the old classic train models. There's something special to the aesthetic and feel of Terra because of that. True innovation doesn't occur when you have the world at your fingertips - it occurs when you're striving to take some fantastic vision in your mind and make it real but you only have limited resources to work with.

Again, I'd love to see more of the modern trains in NL and perhaps you could update some of your rides one day if/when they add such trains. But in the meantime, maybe give it one last push to finish off what you did already? You were so close and your creativity isn't bound by the train selections - your park has always inspired me in my own projects.

Anyway, I do think people should stop bumping this thread with "when's this coming out?" comments or "lol this is dead" comments - life is life and some projects fall to the back burner from time to time, but nonetheless I've given my thoughts - do with them what you will. No matter what, I'll always enjoy even that which you've released so far. So for that - thank you.

I'm just here to say this was beautifully said, and that Im very much still interested in this project myself.

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