Fantastic
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Absolutely
the easiest way is to look your roll by getting it around 0 degrees/sercond
i would just try to practice, in the beginning its really hard but it will get easier as you will understand the mechanics more and more
Unfortunately there isn't any way to directly input absolute roll in FVD++. :( The closest way to doing what you describe is to work only with quartic roll sections, but there are a couple of problems with that. First is that you'll still have to do some trial and error to reach the exact banking value you want. Second, and the more noticeable issue, is that at some points the banking on your ride will feel artificial (less fluid) than it should be, because your roll will have a stop-start-stop-start flow to it instead of having transitions blend into one another.
I think working with only quartic sections is alright if you're just starting with FVD++, but I think you should also start trying to get the hang of the roll speed system as you work. Getting used to the roll speed system that FVD++ uses will help a lot in making your track smoother and better. :)
i dont know where to put this video but you can get some real nice views of the mack rides factory
Hi FVD++ users ! I am not comfortable with the relative roll (degrees per second/roll speed) FVD++ works with... I would like to use absolute roll (precise banking value like the roll points in NL2) instead. Is there any way to work with it in FVD++ ? Thanks ! :-)
count me in
Yes! That looks absolutely fantastic!
You couple the sound playback, its gain and maybe its pitch to the Section.getLiftCurrentSpeed() value.
A simple example script (I did not test it, it may contains bugs or typos):
/*
* Save this file as LiftSound.nlvm and use it as a coaster script
* You have to modify some parameters below to match it for usage in your park
*/
import com.nolimitscoaster.Coaster;
import com.nolimitscoaster.Script;
import com.nolimitscoaster.Section;
import com.nolimitscoaster.StaticSound;
import nlvm.math3d.Vector3f;
public class LiftSound extends Script {
private StaticSound sound;
private Section liftSection;
public bool onInit() {
Coaster coaster = sim.getCoasterForEntityId(getParentEntityId());
liftSection = coaster.getSection("your lift section name");
sound = StaticSound.loadFromFile("your sound file.wav", 0);
sound.setPosition(new Vector3f(0, 0, 0)); //replace 0 values with position of the sound
sound.setDistanceParameters(1, 1); //set as desired (referenceDistance, rolloffFactor)
return true;
}
public void onNextFrame(float tick) {
float liftSpeed = liftSection.getLiftCurrentSpeed();
if(liftSpeed > 0){
sound.playLoop();
sound.setGain( 0.3f * liftSpeed);
sound.setPitch( 0.8f + 0.3f * liftSpeed);
}else {
sound.stopFaded(0.3f);
}
}
}
How do you make custom chain lift sounds?
Can't forget A113's sick video for it
^ Thanks for the feedback. You make some undeniably sound points, so we'll make some changes to the rules to address what we can. The focus behind the current rule-set was to maximise each participant's creative freedom, and indeed that may have come at the cost of limiting peoples ability to influence subsequent turns.
The 80m figure for the track allowance was chosen to be roughly analogous to the 1 element rule of old TT given the template's ride type and speed. I opted for a hard limit as I wanted to avoid people submitting track and having it rejected for falling foul of ambiguous limits. We'll keep a close eye on that rule as the contest progresses, and either adjust the numeric value or revert to the old rule if it becomes an issue.
One thing I've noticed, which I'm not a fan of is the coaster seems to be seperated in to Phases of Track / Supports / Theming etc and I think thats too restrictive. The best part of track tennis was the free flowing nature. On occasions someone would simply add a tree, maybe someone would add a bit of terrain early on and force the next person to be more creative etc. I think starting with a track style, train and car set up and a simple piece of station track was what led to some of the best coasters immaginable. Caos Theory for example was one of my all time favourite NL coasters and that came as a result of a TT game.
Putting restrictions in place hinders that. I think 1 element should be a rule rather than a given length, an element should be something such as a loop, a zero g, airtime hill etc. How that element ends should be up to the person creating it. Its all about throwing curveballs at the game and making it interesting and challenging for those going next. Forcing people to be creative. I think we're being to restrictive under the current rules.
disco posted on August 10th, 2018
And, if you could help run TBM (think Feb/March 2019), that would be great. You and JetPulse alone could do a good job, though I can continue looking a third to round it out. Provided, of course, that you don't vanish like you did with your High Capacity Thrill Contest!!!
remember that one?? #salty
I'd be happy to help! Sadly real life (and a lot of ill health issues) got in the way of me keeping that site operational. I was going to hunt for a team to run it for me, but I never managed to find the time! I'll be around then, so feel free to PM me and I'll be happy to help!
^ I am much more a fan of this design. I realize its not a capacity high, or aesthetically pleasing, but the dual stations has, and always will be, a problem for operations at many parks.
Win. Its Tremors at Silverwood.
Thunder Run at Kentucky Kingdom or Tremors at Silverwood?
Rode this thing a few weeks ago. Fun ride, better than normal boosters. I still want to ride a Capriolo though...
HINT: Its a coaster RMC has worked on.
lamewad posted on August 22nd, 2018
^ I think this is definitely an improvement over the S&S free spins and the ZacSpin
I'm sorry, what?