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(05-21-20) The Flying Dutchman
NoLimits Coaster

Don't worry, he visits the threads of all the long running projects, can confirm ;)

That transfer track system is really interesting. Is it built off of an existing coaster, or was that your idea? I don't think I've ever seen one like that. I'm not 100% sure what kind of effects you're hoping to implement, but bestdani's instant animations really saved Cherry Bomb. It makes show effects painfully easy, to the point where I got carried away adding more effects than initially planned.

Additionally, Lights Animator V2 kit from Yedirmas was a huge help. Another tool that takes a daunting task (to me at least) and turns it into something so easy it's impossible not to go above and beyond your original ideas.

Good luck!

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Post your specs!
NoLimits Coaster

i5-9600K under a Scythe Fuma 1 Rev. B air cooler (still haven't OC'd it much, so it's kinda overkill at the moment.)
16GB RAM (3200MHz Corsair Vengeance LPX, although IDK if I have the XMP on currently, I think I turned it off for troubleshooting.)
Sapphire AMD Vega 64 with stock cooler (don't judge me, I got a good deal :P.)
1TB SATA M.2 SSD (Samsung 860 Evo IIRC?)
Gigabyte Z390M Gaming M-ATX motherboard
Coolermaster Q300L (it's a cheap case and was kinda hard to build in, but I like its appearance, it's compact, and I wanted Plexiglas instead of tempered glass for my side panel because I transport this PC a lot and don't want to be picking tiny crumbs of glass out of my PC if the panel breaks.

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Zero Gravity Machine - Wood Coaster Concept
NoLimits Coaster

I like it. Really simple but effective layout. The airtime hills look like they have good pacing, and the first three probably feel pretty tall comparatively. I think your turn-around is a bit slow though. Most PTC's (if that's what you're going for) hold pretty good pace around turns like that.
The supports look really nice too. Did you model them outside of No Limits?

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Womp's thread of stuff
NoLimits Coaster

So i've just had an idea, and i wanted to drop it here to get some thoughts.

Yes. A wild mouse of some sort, themed to the cartoon Danger Mouse. Who would like to see me try/do that?
And i was going to try and have very minimal to no custom 3d scenery on my next coaster i did, lol.

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(05-21-20) The Flying Dutchman
NoLimits Coaster

And here we go again, still working on this!

#replies

@JP, thanks! That means a lot for me comming from you. Your creations are by far some of my favorite in NL and are a constant reminder of what NL can do when given the right amount of love.

@ Crazybitch30: Haha yeah, thats what working 40 hours, studying a for a bachelor, getting engaged and buying a house can do for you. Not that I have that much more time now, just different priorities.

#update

So, the darkride is sort of finished in terms of scenery. The main thing at the moment is finishing the effects. Since it has been a few years since I did something with lightning effects I kinda need to figure it all out again, but I'm sure it will come out fine. For this update I want to show what the darkride looks like. Starting out with the final overview:

Other than that I have some shots of the darkride itself:

Next up? Working effects...I hope

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BLOCK SECTIONS activating when no train in the next block
General

Hmmm, I'm not 100% sure in that case, unfortunately. One reason I think could be causing the issue is that BB1 is both short and close to the lift, such that when the ride is commanded to stop at BB1 it keeps going. The lift block might only be seeing that BB1, the block directly in front of it, is free, and not that BB2 is occupied, so it keeps pushing the train through BB1 even while BB1 is trying to stop the train? I'm not sure if this is the case, though, since your trains seem to be short enough that this might not be the issue.

Maybe try increasing the length of BB1 or increase the distance between the lift and BB1? If those two things don't work, maybe increase the deceleration? Unfortunately I'm not fully certain if any of those will work, sorry. :(

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Post your specs!
NoLimits Coaster

Mine aren't that amazing but IMO not terrible in the slightest! I run NL2 on a weird version of the 2019 Acer Predator Helios 300 that has an i5 instead of an i7 (much cheaper and just about fits my current needs).

CPU: Intel i5-9300h
GPU: Nvidia RTX 2060 (Mobile)
RAM: 16GB (8x2) 2666MHz DDR4
Boot Storage: Kingston SA400M8 (240GB) SSD

At FHD and max settings, the lowest FPS I get with projects like Terra Phase 3 and Journey to Agartha is around 23 to 25 -- probably not incredible, but compared to my previous computer this thing basically runs NL2 like a dream.

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BLOCK SECTIONS activating when no train in the next block
General

Thank you so much for your reply - those settings in the image make so much sense, thank you!!

As for the collision - it occurs at BB2 as the first train is stopped (having the original speed of braking I had) and then the second train collides at the top of that hill where the brake section BB2 is - but I don't understand why becuase surely at BB1 the train should realise there is a train in BB2 ?

Thank you again

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BLOCK SECTIONS activating when no train in the next block
General

Hello!

The brakes in NL2 are by default set to lower a ride's speed to a certain speed limit. If you want to only have the brakes activate when a ride is emergency stopped, you can set this speed limit to be higher by selecting a brake piece and going to Track -> Type Settings.

I'm not sure I quite understand the second problem though. Do you mean a train valleys at the bottom of the valley immediately after BB2, then when another train passes by BB2 it crashes into the valleyed train despite BB2 supposedly being there to stop the train? If so, I would increase the length of BB2 so that it can stop trains in case of an emergency.

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