Norwegian Coasterfan posted on July 23rd, 2018
^^ And variable lift speed would be nice.
Yeah, I've been really trying to improve the capacity on a lot on my coasters this week and this would help so much.
Norwegian Coasterfan posted on July 23rd, 2018
^^ And variable lift speed would be nice.
Yeah, I've been really trying to improve the capacity on a lot on my coasters this week and this would help so much.



Made some improvements using bossact7's epic support scenery tutorials and my first custom car texture. My PC has a terrible graphics card so support scenery is better than big blender .dae objects
Track and supports for Canada's Wonderland's new dive

^^You need to download a video transcoder, such as HandBrake, to get the ingame video captures to work.
if I remember correctly, FVD tracks are made at .5m segments so if you are exporting the track at .2 it might cause more issues. although i'm not sure if this is all entirely accurate its worth a shot.
Mr_Sophistication posted on July 27th, 2018
Try deleting the roll nodes that are causing problems. .2 is very short segment length, so you should be able to delete quite a few without losing too much of the original shaping/roll. I would not suggest using the "depump" feature for this problem.
Will try again, but the first time I tried that it made the "zig zag" worse and defined.
more terrain layers + options. And a second autoplant layer
It doesn't have to be super long to be great. Sometimes shorter and more focused is the way to go.
I'm not sure if I'm doing something wrong but every time I try to use the ingame video capture, it only records audio and I cant watch the video taken. Am I doing something wrong?
And pleaseeee use the ingame video recorder!!!
Try deleting the roll nodes that are causing problems. .2 is very short segment length, so you should be able to delete quite a few without losing too much of the original shaping/roll. I would not suggest using the "depump" feature for this problem.
Bandit Bomber, Yas Waterworld
Next:

Spinner - Skara Sommarland

Yea I see what you mean I kinda ran out of stuff to throw in there I was kinda trying to shoehorn it in to a small area and not move the terrain too much. I'm not really sure what to do to really make it more interesting.
I really like your Arrow, but I think the B&M invert has way too much nearly flat meandering starting about halfway through the layout.
In your parkfile directory
Hopefully this isnt to hard:

Why does the Euthanasia Coaster video have me cryin in the club
I'm so sorry about the spam, I do take in consideration if my post would be necessary to post. This is an add on to my comment which is right above me, here below is a link (Or four screenshots) I've provided to help me explain: This element I've made is merely butterly smooth in FVD++, but I have problematic roll nodes when it's in NL2, around half of the half loops where its either transitioning into the curves or exiting out the curves bottom half of it to the quarter half loop. Tried 'De-pump vertices', it didn't help, not sure if the 'New formula' would do so. Its settings for the export I've made after it's entry and before it's exit as one export and as .20 for the node spacing, .20 give's me the least problems for the pumps and the lateral 'laggish transition', makes smoother when it's imported into NL2, everything else is okay when exporting plus when exporting the track as .20, it happens to make it really smooth and it defines the tracks very nice too.
(EDIT: Testing it in NL2 and it goes fast that it looks and feels pretty smooth, did multiple test, still has that idie bitty crooked shape to it. .-.)
Thank you for reading and sorry again.