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The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

To your first question, I believe it will update if you 'Reload' the item. It will reload all instances of the same object. You can do this by selecting an object and pressing 'Reload' in the Scenery tab. Alternatively, if you go to the 'Scenery' tab and click on 'Show Overview' it will show you all objects placed. Then you can select the object from the list and press 'Reload'' in that panel.

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The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

Hello everyone,
I am totally new to the forum, however not new to 3D modeling. I just recently learned that you can have PBR-ish materials in No Limits, so I want to do some experiments.
I spent some time searching the forum and learned the basics of the NL2MAT; I have some minor issues, If someone could help me out, that would be very appreciated.
First thing is updating a material. I have loaded my textures in a material and I have an object that has that material assigned to it. So far, the object is displaying the material as expected. However, when I make any changes to the material, it is not updating on any object instance; the only way it seams to do it is when I first delete every instance of that object in the Scene and than place it again. Is there a better way to do that?
Secondly, the line metallic = (whatever number or map); gives me an error. I have seen that line being used; does anyone know what could be the issue here?
And finally; a very specific question maybe, how does NL handle specular values? In UE4, the value is 0.5 to be physically accurate, otherwise 0.04 is the standart value for dialecric materials. Anyone know what is most realistic in NL? And is there already a fresnel effect on the specular or is there a way to code that into the core?
Cheers guys and thanks in advance!

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

I recently made an invert which has exactly that. Here's a ref, it's the same for sitdowns too.
Also some hints:

  1. The section before the corkscrew in my example exits with 26° roll, I recommend you also go into the corkscrew at an angle, a smaller roll angle results in taller and tight corkscrews, a larger roll angle results in a wider and flatter corkscrew.
  2. Already have a bit of roll rate going into it. In my example it's already rolling 50°/s before the corkscrew even starts

Now my example is a pretty wide and flat corkscrew so don't focus too much on these numbers, they're just what worked for me and might give you a starting point

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

It might not be the absolute best way but I find something like this works well:

Basically have your normal G force reducing to around 0g at the top of the corkscrew. You need to get a lot of roll done in a short length of track so I use a cubic function for the lead in, then a period of constant roll change across the top of the corkscrew, then a cubic function with the same change in roll as the lead-in but negative, so you get back to a 0 rate of change of roll. I guess you could use the plateau function as well for similar effect but I find you get less control overall, especially if you want to go in to a turn immediately after the corkscrew or something.

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Don't look back! - The Legend
Imagineers

The real thing has a set of drive wheels, but it wouldn't get the train all the way to the station. More likely 6-8 guys just push the train.

https://www.youtube.com/watch?v=ZNHdZmWYSLY

Legend like many CCIs originally opened with a 54' section of straight track after the station to add a full transfer table if the park were to add a second train. The park ultimately did add the second train, but they switched to heavier PTCs from the single Gerstlauer, so the station was extended 36' to add overshoot brakes at the end of the final brakes leaving only enough room for the spur instead of a full table.

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