As I said, I'm still planning a few improvements with regards to rolling launches. I'm not sure the exact set of features I'll include yet, but it's on the list...
One of the features I've been thinking of is a "relaunch trigger" option where you can choose where the train stops to perform a relaunch, independently of the normal NL2 brake trigger that would still control where the decision would be made to either launch or hold the train.
Most likely, it would probably be a set of options: on the start of the section, on the default trigger, on the center of the section or at the end of the section.
But, again, I haven't started with that yet and there's still a few other things I need to do on the program before starting that...
For now, most rolling launches I've seen in real life don't actually kick in the moment the first can enters the launch, but actually wait until a few cars are already inside so that the launch can actually pull the train forwards without wasting energy and heating up the electromagnets unnecessarily...
Therefore, while I haven't tested the specific case, if you set the trigger to "Center car" and the trigger point to the start of the launch, I'm quite sure it will mimic a real rolling launch behaviour quite reallistically.
You'd need to set a very slow transport speed and not much deceleration force (something like 0.1 or 0.2), and the acceleration force slightly higher than your brake force, then the launch speed and acceleration as you wish.
If you also want the train to be able to stop in the launch if the next block is not free, add swing-brake to the previous block exit. This will let the train return backwards to the trigger at its "normal" (not launch) transport speed. If you also want to shoot it backwards before shooting it forwards, add swing launch to that block's exit.
I know it's a bit of a hacky way to do it and ideally there should be an easier way, but as I said, I'm still defining that easier way. For now, you can do the hacky way if you really need to ;)

