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Dragón Groar's NoLimits 2 Script Generator
Scripting

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 ;)

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Dragón Groar's NoLimits 2 Script Generator
Scripting

A possible feature would be to start a launch as soon as the train hits the block zone instead of waiting till it hits the trigger. This could possibly be a toggle next to the launch button on the thing. You would also be able to recreate what modern coasters with magnetic brakes do where the mags stay closed and the train crawls through them if the next block isn’t clear but if it is it is trimmed to the speed. Then the mags open.

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Cant get VR and motion to work
NoLimits Coaster

Have you managed to fix this I am having a similar problem my motion works fine outside of VR through simtools v3
I have launch options set with --telemetry with in Steam I can get in to start to move but as soon as I remove headset or go to the menu then return there is no more motion the strange thing is if you press the Quest menu button to quite no limits 2 or remove headset the motion starts again Sim tools is still receiving telemetry the whole time it just refuses to move when wearing the headset (Quest 3) I have also tried creating a short cut with --telemetry added but it won't let me apply it just says it not the right file path any help would be greatly appreciated before I throw a hammer at it.

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NL2 with d-box telemetry AND Steam vr?
NoLimits Coaster

Have you managed to fix this I am having a similar problem my motion works fine outside of VR through simtools v3
I have launch options set with --telemetry with in Steam I can get in to start to move but as soon as I remove headset or go to the menu then return there is no more motion the strange thing is if you press the Quest menu button to quite no limits 2 or remove headset the motion starts again Sim tools is still receiving telemetry the whole time it just refuses to move when wearing the headset (Quest 3) I have also tried creating a short cut with --telemetry added but it won't let me apply it just says it not the right file path any help would be greatly appreciated before I throw a hammer at it.

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NL2 Ask Thread
NoLimits Coaster

I'm looking for a airbubble fountain (or a water bubble fountain) i can't get the stock script modified enough for me to work.

Has somebody any idea ?

I have to place it under bumped water surface so it look underwater that airbubbles going to the surface.

With the stock or modified script it looks like a geiser (but thats NOT what i'm after with)

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Dual dispatch
Scripting

You can achieve it with my Script Generator, combining the "Simultaneous Advance" and the "Station passthrough" features.
Dragón Groar's NoLimits 2 Script Generator topic
Assuming you have two stations you want to dispatch together and you have a brake after them to hold the second until the lift, launch or whatever is free, you would need to set "Station passthrough" value for both to 1 (you want 1 train to pass through without stopping between two stopping trains) and in the exit leading to the next block (again, for both) you'd need to enable "Simultaneous Advance". You might want to set it to "Advance next train when starting to leave" for both trains to start at the exact same time or to "Advance next train when end of section reached" for the second train to wait until the first one has touched the end of its station before starting (thus giving it a margin).

Keep in mind that this method does not make both stations dispatch together, you'd still need to dispatch both yourself in quick succession, but it allows the trains to move together as soon as they're dispatched.

If you try it and have any doubt, don't hesitate to ask in the script generator's topic ;)

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Dual dispatch
Scripting

Is there a way two have two back to back stations dispatch their trains at the same time and both go through without the second train stopping at the first station, like saw the ride and oblivion?

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