when designing a coaster in FVD++ as inverted and importing it into NL2, the coaster seems to be significantly faster than if it would be non-inverting. Do you have an idea what to change in the settings to have a true inverted design that fits both FVD++ and NL2?
The faster doesn't seem to come from different friction parameters or friction coefficients but from the fact that the heartline doesn't go through center of mass of the train and therefore the train enters the track higher than designed - but that's just how it seems... Not sure here... Anyone having experienced similar things?
I'm not satisfied with the friction data here. I tested some with a standard track in FVD++ and NL2. Results is that for the NL2.2 physics model, the friction values for steel coaster seem all the same and for woodies, too. Woodies are significantly better (weird? Why? Because steel on steel instead of steel on plastic? Or the 2 wheel vs 1 wheel set?). But the changes of train length do something, obviously, because the center of mass over a lift hill slightly drops the longer the train is. The additional mass pushing against the air does not seem to do anything. Also unrealistic, right?
Yet, we have not 1 but 2 values that need leveling if you want to export FVD++ tracks to NL2. And this is where I'm struggling a bit. Currently, it seems that 0.03 m/m for friction parameter and 0.00006 m/s² friction coefficient does work quite well for steel coasters. I'm mostly designing giant air-time machines on the B&M Hyper design. But it seems that the data is still not exact. Sure, one parameter is that a train does come with a wandering center of mass, while FVD++ does not considers this. But is this all? Did I hit the 0.03 and 0.00006 well or is there in fact something other at work?
Same for woodies, how is it there? The friction parameter must be somewhere in the range of 0.022 m/m. For the friction coefficient, no clue.
Does someone have insights on what the 2 values for different coasters are for NL2.2 physics model?
Hey there, i just made a FVD layout for a B&M giga everything else is fine wiht forces and etc except for the first drop which pulls -0.7 for a split second in the back row the force graph is 1 second of linear 0.8 --> -0.05G any idea how i could fix it?
Do you have screen shots of your force modelling for this? That back row sure hits stronger forces than other rows on drops, that's not uncommon.
As long as on the merge side of the switch you have a straight section that can fit a whole train (aka you can sneak a transfer track in there), you can use my Custom switch track tutorial post as a reference.
The changes you'd need with respect to that tutorial would be that you'd need to create a third 3d track piece and that your hidden transfer track would have 3 positions instead of 2, but it's definitely doable.
I haven't worked much with custom block setup because I like the custom script approach more, but either way, after you have done all the visual work, you just need to make sure that your hidden transfer track is in the correct position for each of the possibilities of the switch and for the one exit on the other side of the switch and that you animate the 3d track pieces accordingly.
In any case, is your "certain Intamin Accelerator" by any chance Drayton Manor's Gold Rush? Out of the top of my head, it's the only one I can think of that matches your description.
I have just recently gone in depth into NoLimits2 and am trying to make a reimagined version of a certain Intamin Accelerator. I was wondering if anyone that is a scripting god could help me make a 3 way merge track to work with the multipass launch. (Currently using custom block setup to get the trains rolling.)
I've spent the better part of a year building this I thought I would share off my creations here I've shared this in the limits coaster subreddit as well.
I built this over the course of the year and just recently rewrote the program on it. It now contains 3 separate modes
Stand Alone Simulated (use a simulated virtual trains for the block display)
No limits 2 mode (connects to No Limits. 2 Telemetry server)
Model mode (not fully programmed yet but for use with a 3d printed coaster model I'm building)
It has a No Limits 2 mode for use with no Limits 2 and a Model mode for use with a 3d printer coaster model im working on building.
The panel is powered by an Arduino Opta PLC most of the work is done via ladder logic on the PLC side. The Arduino sketch handles talking to the no limits 2 telemetry server. The screen is a weintek CMT-3090 HMI display with a HMI application built using weintek easy builder pro.
It uses the Arduino No limits 2 library for talking to the games Telemetry server to get the gate/restraint/floor/flyer status as well as to open/close Gates and restraints and dispatch the trains all through the telemetry server it does not emulate keyboard keys it does all command through the telemetry server itself. I wish the devs would eventually update the telemetry server to pass out the block information. Since the game already tracks it this would be trivial along with adding the ability to start/stop the lift from the Telemetry server if those 2 things could happen and get added to the Telemetry server the. We can have fully authenticate functional panels.
The enclosure was custom designed by me and protocase built it for me.
I will upload a copy of both the PLC program and the HMI application so people can look and improve upon it if they wish to
I am currently trying to finish making a new script generator of my own inspired by Musickid43's, but fixing stuff, adding more features and making the generated script more readable in general.
It's been close to release for a couple of weeks, but I still have a few bugs I wanted to clear out before releasing it and I've been having a couple of difficult weeks. I was going to announce it as soon as I was done with the bugs, but I guess this could be kind of a pre-announcement.
I still don't know the exact date I'll be able to release it (I hope before the end of the month in the worst case), but if whatever you're doing is not super urgent, you might want to wait a bit until I finish mine.
I am using the light pattern editor to create, well, lights. I cannot get colored lights to shine at night, and I can't find any tutorials on how to do that. I can change the color, but they won't turn on at night. Only white/clear lights do. How do I fix this?
I am using the light pattern editor to create, well, lights. I cannot get colored lights to shine at night, and I can't find any tutorials on how to do that. I can change the color, but they won't turn on at night. Only white/clear lights do. How do I fix this?
Judging really takes awhile as clearance envelope hits have to be counted for penalty points. Really takes awhile to tabulate on each ride for those with a lot of hits.