Skip to content

All Comments

681 to 700 of 19724

Filter comments

Need help with background being greyed out.
NoLimits Coaster

With previous version 2.6.4.0 the background looked like the first pic. With current release version it looks like second pic. I think this is happening with all of the backgrounds.
Does anyone know what's changed? Is there a way to get the background un-foggy in the current version?
BTW it's not fog. It's sunlight. When it switches to moonlight background looks good.

https://steamcommunity.com/sharedfiles/filedetails/?id=3464046667

https://steamcommunity.com/sharedfiles/filedetails/?id=3464047739

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

CCA_Games posted on April 12th, 2025

There appears to be a bug. For some reason the speed I put for a swing launch seems to be applying to both directions instead of the opposite of the leave direction.

I have a test coaster which I used specifically to build the swing-launch and swing-brake features and I can confirm the latest version of the script is working as expected in that coaster.

However, I think I know where your bug comes from, and it's actually not a bug but a badly designed pair of features.

  • I did a fix that the "after trigger" speed limit now also affects the "towards" direction of swing-launches (which was always unlimited before).
  • The newly added "empty" speed limit that doesn't change the current speed limit, which is the default now.

So, if you leave the "after trigger" maximum speed empty (where you see "No change"), yes, the swing-launch will be capped both forwards and backwards to "away" direction speed because the speed won't change when going "towards" the exit.

Therefore, you can fix it for now by setting the "after trigger" speed limit to "0" (which resets it to the maximum). For the next version, I'll add a forced reset when going "towards" the exit in swing-launches before applying the "after trigger" speed limit. ;)

View comment
FVD++?
NoLimits Coaster

Does anyone know how to install FVD++ or use the program? I downloaded the zip file from GitHub, but it appears to be just a bunch of resource files with no way to actually launch the utility.

Thank you!

View comment
Metric vs Imperial on Mac
General

Hi TGC! I'm not sure about Mac but if it's like the standalone windows version then open NL2 and press the "setup" button, and you can change the units in the "others" tab. I'd also recommend changing the grid size in the editor as well to match this, by going into the editor and pressing "file" then "preferences" and changing the grid size to 1ft (or another size if you'd like :D). Hopefully this helps!

View comment
Is there a middle ground?
General

I've been a long-time No Limits player. I remember the old exchange and watching the development process of No Limits 2. It was amazing that a small team of developers could create software that became an industry tool in roller coaster manufacturing and ride promotion. With the ability for users to script coasters and import objects such as scenery, flat rides, or even their custom trains and tracks, there are genuinely No Limits to what a roller coaster builder wishes to create.

Like many of the people here, before the days of No Limits, there were not many roller coaster builders outside of the Roller Coaster Tycoon series. I still hop on RCT3 to this day, and I know others that still play RCT1 & RCT2 (with OpenRCT2). The RCT3 community was/is a community that keeps giving and giving and giving. From Moby's Steel Jungle, all of the scenery objects Vodhin & DasMatze produced, CTR (Custom Tracked Rides) creators like TheCodeMaster and CFR (Custom Flat Rides) creators like CFH Rides and Revolutionary Rides. Users were filling in the gaps and keep the game "updated" in a way. Then things began to go to the next level with track expansion packs and CT (custom tracks), which took coasters from No Limits 1 and imported them into RCT3. What I'm getting at is that passionate users were making an effort to keep the community alive and thriving.

Many can argue that the Planet Coaster series is the modern successor to Roller Coaster Tycoon, and in many ways, they're right. I don't think it's wrong to say that; I've just noticed that now that they're on their second game (Planet Coaster 2), there have been comparisons of it and No Limits 2. Now, look, I know the comparison is bogus, and in a way, it's like comparing apples to oranges, but it made me think: How do the two compare? They don't. One is more for park management and the other one is a flat out simulator. So I looked at them through the lens of coaster building and me being a nerd for coasters. Again, No Limits takes the cake for this, hands down, but Planet Coaster fills the void of seeing peeps react and enjoy your rides.

So here's the conundrum: Planet Coaster 2 has the potential to be a great game, but it seems the level of coaster creativity and freedom will never reach anything close to No Limits. Here we are, a few months into Planet Coaster 2, and it's still very buggy and barely living up as a successor. It's too much to ask for continuous-roll; you can't create shuttle coasters such as Premier Rides Skyrocket II, and you can't create rides such as Volcano: The Blast Coaster or a modern Vekoma tilt coaster despite both the trains and track types being in the game. Transfer tracks and dueling stations are nonexistent. Am I crazy for thinking these things should exist in the game because they are prominently found in the real world? Again, I realize that Planet Coaster is more of a park management game and shouldn't be treated as a sim, and maybe I'm asking for too much It's just frustrating being so limited.

So, is there a middle ground? I ask because the market is wide open. You have the creators at Coaster Galaxy World who have not only created entire parks where you can operate and manage rides and the park but have also added peeps to their parks and even created a pack for peeps for everyone to use. For a small team to create something such as Era-Park within No Limits (which again, is also made by a small team) it's insperational and reminds me of the golden days of RCT3. I don't know if the team at No Limits and CGW need to come together or if something needs to be created from the ground up. I know that I'm not the only one looking for a middle ground between roller coaster creation and park management where you're not limited in your creations, but you don't have to be a code master to make what you want. I mean, even the indie developer of Ultimate Coaster X does a better job at coasters than Planet Coaster. I feel lost and wish I had the knowledge to create something of my own or get a team of passionate people together to create something great. Sorry for this little rant. I just needed to get this out there in hopes I'm not the only one who notices these things and that there's a chance to fix them.

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

The passthrough mode works like it does in vanilla NoLimits 2. The "Station passes" field is exactly the same as the vanilla Station setting "Passes", but I had to include it in the generator because NoLimits' API doesn't expose that value, so the script can't read it.

That said, the number you input in that field is the number of trains that will pass without stopping between each train that will stop.
That setting is normally used for cases where you have several stations acting in sync one after the other, like, for example, on Maverick, or in the virtual world, Journey to Agartha.
These have two stations that dispatch together two trains, therefore, one train 1 dispatches from station A and train 2 dispatches from station B, train 2 will go through station A, but we don't want it to stop and do the station cycle again.
Going one train back, train 3 will advance from before and will go through station B, but we don't want it to stop in station B, but in station A. Therefore, between train 1 and train 3, the two trains that need to stop in station A there was a non-stopping train. The passes value should be 1. The same goes for station B.
If you had 3 stations instead of 2, you'd have 2 non-stopping trains between each stopping train.
Of course, a normal station wants all trains to stop, so there should be 0 non-stopping trains between each stopping train, which is the default value of the passes setting.

Now, the extra thing is that I allow you, through an extension script, to disable a station and make it always behave in passthrough mode, but that has very little to do with the Station passes value (other than the passthrough mode itself, but the activation is different).

So, unless you're referring so something else or specifically want some behaviour that can't be done with a simple pass count, I think the passes setting should be behaving as intended.

In any case, I'll think about the first suggestion in the first paragraph because I find it interesting anyway, but as with everything, no promises on delivering it soon! ;)

If I did not understand something or I did not explain something well enough, don't hestitate to answer back!

Cheers,
Dragón Groar

View comment
Dragón Groar's NoLimits 2 Script Generator
Scripting

Could you add a a way to keep track of which train is which. And to individually keep track of how many times the train or trains has gone through the station. specifically for the passthrough mode so I can have more than one train on the passthrough mode;

Because it's not working without scripting it thinks there is only one train so instead of the second train stopping to load or unload it'll just go straight to the station and not get loaded or unloaded.

View comment
The Official Scripting Ask Thread
Scripting

Ireeb posted on March 25th, 2025

Hi,
Is there a way to place or copy a SceneryObject using a script? E.g. to automatically place custom track devices.

Yeah! Although I'm not too fancy with the scripting language, but I'm sure someone else could help. Many scripts that attach stuff to the tracks and whatnot are in other custom assets. Snooping around those assets will 100% help you in achieving what you are trying to do. My suggestion is to find an asset that fits your need, take the script from that asset, modify it to work with yours (majority of the modification is just changing the name from the original asset name to your asset name in the script), and then tweak if necessary.

View comment
681 to 700 of 19724