This is a dumb question, but what would I name it?
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You want a different custom brakes check the 3D model of it, add your brakes and change the name to match.
Well TCM brake was already dynamic but could only go down with speed and the coaster had to be called INT. However you should be able to use the brake with coasterpetes trains assuming your using the Modern Intamin LSM coaster. These brakes fit perfectly would those trains.
Is it possible that it can be turned into a custom dynamic brake like you and Systron did with TCM's brakes?
What do you want to do with coaster Pete’s Intamin brakes
Excellent job on these guys! I've been looking for these brakes forever. I know it's a lot to ask, but is it possible to modify the brakes from Coasterpete Modern Intamin Trains? I can send the files to either of you. I don't know a thing about scripting, but if you guys don't want to do it, I'll understand.
Does anyone have the data points to use the NL2 corkscrew forumula to make a perfect B&M Corkscrew (Flat Spin)?
I love these so far. One problem, however. The X adjustor changes the position ALONG the track rather than side to side. In addition, you should either A: adjust the fins up trigger so that it can also be placed after the train passes rather than before, or B: put an option to have the brakes go back up right after the train passes.
Rmaster_Studios posted on March 3rd, 2025
Apologies for the lack of response. Life got in the way lol. I have started working on it with a different project alltogether, (due to me not wanting to deal with 5 train ops for my first scripted coaster), I have a different project I wanna use it for, one thats not nearly as complicated.
Don't worry. We all have a life and they all get constantly in the way ;)
It's fine. If you still have any issues, let me know. In any case, the last update, 1.1.1, might have fixed the issues you were having anyway. It'd be good for my peace of mind to know if it did, so if you can still check if loading your script to the generator (version 1.1.1), generating it again and saving it again fixes the issue, I'd be really greatful. ^^
And, of course, best luck with those projects ;)
It's high, it's cool
You can say that ride is the best, but you know the truth
Per RCDB
With its re-profiled drop Rattler is rough and average
Our next Mega Roundup contest will happen with Roundup 600.
You create it, you share it, we feature it!
-Ride_Op
Apologies for the lack of response. Life got in the way lol. I have started working on it with a different project alltogether, (due to me not wanting to deal with 5 train ops for my first scripted coaster), I have a different project I wanna use it for, one thats not nearly as complicated.
So I reimplemented the script for the dynamic brakes so that one can customise the brake's auto-snap position and its complete behaviour via the scene object instance properties window. No scripting needed. The complete soruce code can be found in "CustomizableDynamicBrake/CustomizableDynamicBrake.nlvm"
I work on it and will make the result public soon. I make the brakes full customizable via the scenery object window in the editor.
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ThatFlyerGuy1 posted on February 27th, 2025
Systron posted on February 27th, 2025
See my private massage :)
Help is generally more productive when it's available to the community at large.
Sure. I just wanted him to sent me the park and show me there explicitly what the script should do. Then I can see how long this task will take time for me and if I have enough time to do it. If I fix it I can post the solution here.
Systron posted on February 27th, 2025
See my private massage :)
Help is generally more productive when it's available to the community at large.
See my private massage :)
Where's your fast pass? Lightning lane?
What's the line length this time?
You're stuck in line, but if you're riding standby
Well, please bring me back a churro snack
Our next Mega Roundup contest will happen with Roundup 600.
You create it, you share it, we feature it!
-Ride_Op
Great then.
In any case, I will fix that ugly error and add some kind of warning when generating the script if a block has no exits.
Does anyone know how long the transfer table is on a Maurer Wild Mouse is?
