Both new additions look absolutely stunning! Amazing work as always! Take as much time as you need to polish and finish it all up.
All Comments
8941 to 8960 of 19729Filter comments
It's a slow process to make such a big park by myself I'm afraid! :P
Good news is, the new update has given a much needed boost to FPS!
MrBassFanatic posted on September 7th, 2019
Will you do a version without the day night cycle and lights like it is now? Because my pc runs terra decently actually and I'm on an Intel graphics card. (I keep the graphics settings on minimum but this thing is BRILLIANTLY optimized)
I can do that, or you could also drastically increase the time it takes for the day to night cycle to run. Most of the big lights are off during the day, and only turn on during dusk to sunrise.
Now let's take a look at some new things!
Here's the new part of Terra's Skyline:

Phoenix dropping in:

Getting up close and personal with the 90ft high volcano:

A real mess of track:

Some cool new near misses for Zephyre too:

Aeterna's brand new station building:

And the ride's entrance area:

Action shot:

And finally, an overview of how the Phoenix Initiative and the Mystic Hollow expansion fit into place here in Terra:

As always, clicking the pictures should direct you towards the poster versions should you wanna see them much bigger.
This should work
WARNING : UNTESTED
// Made by MrRC (Sjaak van Horne) 25-10-2019
public class Onboard_Multi_Music extends Script implements TrackTriggerListener
{
private static final String soundFile1 = "Sound 1.ogg";
private static final String soundFile2 = "Sound 2.ogg";
private static final String soundFile3 = "Sound 3.ogg";
private static final String sound1TriggerName = "Sound 1"; // start trigger
private static final String sound2TriggerName = "Sound 2";
private static final String sound3TriggerName = "Sound 3";
private static final String sound4TriggerName = "Sound 1a"; // stop trigger
private static final String sound5TriggerName = "Sound 2a";
private static final String sound6TriggerName = "Sound 3a";
private TrackTrigger sound1Trig;
private TrackTrigger sound2Trig;
private TrackTrigger sound3Trig;
private TrackTrigger sound4Trig;
private TrackTrigger sound5Trig;
private TrackTrigger sound6Trig;
public bool onInit()
{
Coaster coaster = sim.getCoasterForEntityId(getParentEntityId());
sound1Trig = coaster.getTrackTrigger(sound1TriggerName);
sound1Trig.addTrackTriggerListener(this);
sound2Trig = coaster.getTrackTrigger(sound2TriggerName);
sound2Trig.addTrackTriggerListener(this);
sound3Trig = coaster.getTrackTrigger(sound3TriggerName);
sound3Trig.addTrackTriggerListener(this);
sound4Trig = coaster.getTrackTrigger(sound4TriggerName);
sound4Trig.addTrackTriggerListener(this);
sound5Trig = coaster.getTrackTrigger(sound5TriggerName);
sound5Trig.addTrackTriggerListener(this);
sound6Trig = coaster.getTrackTrigger(sound6TriggerName);
sound6Trig.addTrackTriggerListener(this);
return true;
}
public void onTrainEntering(TrackTrigger trigger, Train train)
{
StreamedSound sound1 = StreamedSound.loadFromFile(soundFile1);
StreamedSound sound2 = StreamedSound.loadFromFile(soundFile2);
StreamedSound sound3 = StreamedSound.loadFromFile(soundFile3);
if (trigger == sound1Trig)
{
train.setOnboardStreamedSound(sound1);
sound1.play();
}
if (trigger == sound2Trig)
{
train.setOnboardStreamedSound(sound2);
sound2.play();
}
if (trigger == sound3Trig)
{
train.setOnboardStreamedSound(sound3);
sound3.play();
}
if (trigger == sound4Trig)
{
train.setOnboardStreamedSound(sound1);
sound1.stop();
}
if (trigger == sound5Trig)
{
train.setOnboardStreamedSound(sound2);
sound2.stop();
}
if (trigger == sound6Trig)
{
train.setOnboardStreamedSound(sound3);
sound3.stop();
}
}
public void onTrainLeaving(TrackTrigger trigger, Train train)
{
}
}
Can you do this defunct wooden coaster? !https://rcdb.com/2753.htm

Submitted
Will you make more Togo coasters? I sure hope so.
For the forces / charts / time stuffs I use nl2telemetry to log and export datas into .csv files (I use https://github.com/bestdani/py_nl2telemetry).
I export datas from 6 specific points in the train (Front Left/Right, Middle Left/Right, Back Left/Right, I guess you understand why these).
Then I made an excel sheet that automaticaly gather datas and do everything for me (figuring out the min/maxs and make the charts).
For stuffs like Track Lengh / Height / Size / Banking, I manualy check these ingame inside the editor (I draw a rectangle with support beams arround the ride for ground size)
(btw, Height is Height relative to the ground, not the game coordinate, that's why this ride Height is 31m when coordinate say 32m, because Ground level is at 1m).
For Capacity I just chronometer the time for the same train to pass the very same point on the layout, then you can get capacity out of it. Basicaly (1h / 1TrainFULLCycle) * NumberOfTrain * NumberOfSeatPerTrain.
I used to check everything manualy, but csv export with telemetry made it so much easier and more accurate (especialy regarding the amount of airtime for exemple). So big thanks to Bestdani !
More progress on Wildcat. I am working on the tunnels that were halfway through the ride. The circuit is complete. After these tunnels, I just have to build the skid brakes and brake shed.

Thanks for all the supportive comments! :D
Coastermaster posted on October 24th, 2019
Tundra looks AWESOME!
Amazing 3d work.
BTW, where did you find that custom trains?
I make everything custom myself including the trains.
MrRC posted on October 24th, 2019
Whirling Dinosaur @ China Dinosaurs Park
No
Whirling Dinosaur @ China Dinosaurs Park
MrRC posted on October 22nd, 2019
Green Hornet: High Speed Chase @ Motiongate Dubai
No
Hint#3: Spinning horses hiding from dinosaurs
Coastermaster posted on October 24th, 2019
Tundra looks AWESOME!
Amazing 3d work.
BTW, where did you find that custom trains?
I have them if u need them.
Tundra looks AWESOME!
Amazing 3d work.
BTW, where did you find that custom trains?
I did send u an PM in the top right corner an small envelope.
Okay, I got it.
Sorry for the confusion. I was trying to use the script for a scenery object wich was not possible.
As a script in the coaster properties it works very well.
The only thing is that there is still no possibility to stop the sound by a stop trigger.

Solid coaster. You definitely have the most in-depth stats about your rides that I've seen from anyone. Do you manually calculate all that information, including the min/max g's in different parts of the train?
NoLimits 2 - Wooden Coaster - The Bear





The Bear by Clem
Made with Newton² in September 2012 for the LightWood Part 2 CoastersWorld Contest 2012.
Download : https://cdn.discordapp.com/attachments/621558943130451990/636523911277838342/The_Bear.nl2park
GCI style coaster mixed with mine.
Slightly inspired from GCIs like El Toro, Renegade and American Thunder, but without GCI shaping.
Statistics:
Name: The Bear
Trains: 2 (24 places trains)
Total Track Length: 1027m (3369ft)
TopLift to Break Track Lengh: ~900m (2953ft)
No MCBR
No Trim
Max Height: 31m (102ft)
Mini Height: 2m (7ft)
Biggest Drop : 29m (1st drop) (95ft)
Square ground size : 190x110m (623x361ft)
(The building zone limits were given as template for the contest)
Banking max: 61°
Ride time: 1min54
TopLift to Break time: ~1min
Max Speed: 83 km/h (51.6mph)
Average Speed (TopLift to Breaks): 54km/h (33.6mph)
Max Vertical Gs Front Row : -0.82g / 3.25g
Max Vertical Gs Middle Row : -0.74g / 3.2g
Max Vertical Gs Back Row : -1.11g / 3.53g
Number of Airtimes/Hangtimes*: 20 (~14,5s | 24% RideTime)
*Less than 0.2g vertical Taken middle train TopLift to Break
Capacity Max : 900pph
And here is some detailled charts / stats for stats nerds like me :D






Ups..
sorry. The Files are in a separate file called "TestPark" under the com.nolimitscoaster.nolimits2 file