No Floppy IV? :’(
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I figured the bug wouldn't occur if you always export from the first segment.
Capacity was a bit of a problem, i fixed it with a stop and launch on the lift, 2 brakeruns during the ride, a double station and separate load and unload stations so I could run 6 trains at once which gives a capacity of 2300 pph. The ride itself is one of the weirdest I've made in NL2 tho

fintamin posted on July 15th, 2018
I thought the capacity challenge was a fresh and new take! But the 1800pph was too much for me and I could only reach around 1700 due to a poor choice of coaster type, and thus could not finish.... This has inspired me to step up my NL game so thank you for that :)
I watched the last half hour of Codemaster's stream and wooo it was c-r-a-z-y :D
Same here, didn't even get close to the 1800pph. I was just to slow to focus on that part, next time.
I thought the capacity challenge was a fresh and new take! But the 1800pph was too much for me and I could only reach around 1700 due to a poor choice of coaster type, and thus could not finish.... This has inspired me to step up my NL game so thank you for that :)
I watched the last half hour of Codemaster's stream and wooo it was c-r-a-z-y :D
There is a new wind blow air launch coaster in Jamp Up Land! Do Dompo! 
I liked this year's challenge and thought the capacity requirement was a real curveball. It's something I don't think about enough when designing coasters.

Praetor - Me
Centurion - TheCodeMaster
Zydeco Scream - Devs
ahh. I see. I thought the map looked familar
The winner each year gets added to the original park that started it all, and we build in a new area each time. For ease of download and performance, we now use a "lite" version of the park that only has the boundaries for the latest challenge and not all the other coasters. But it will all be in the same main park when a winner is declared.
-Ride_Op
I really enjoyed the challenge this year. If I didn't have technical problems, I would have actually finished for once. oh well. I'll Probably still finish it. Here's a thought for next year, have multiple areas where people can build; than combine the winners of each section into one big park. I think that would be really cool to see.
This zip file contains all of the entries from this year's contest. We're working through the judging, but for now, enjoy everyone's efforts:
Five Hours of Power IV - All Entries
Unzip the package and the folder created will contain all entries and the files needed.
What did you think of this year's challenge?
-Ride_Op
Hello,
i do not want to keep most modifiers, e.g. holes for windows and doors in walls. Then i must keep the cubes used for bollean difference. If i make "apply" for the modifier i can remove the cube for the hole or move it to the position for the next window. I make just objects for exporting them as dea-files, not for animations or reusing with different parameters in blender itself. It is not possible to make objects, that are dependent on parameters like the station in NoLimits, its length and shape is defined by distance of type separators and track shape.
Until now i have only used modifiers "array" and "boolean" to make fixed objects easier. Does the smartjoin addon also make dae-files, but with unapplied modifiers?
Best regards
Hello,
i thought, that the script will be done first for the object and then the rotating and scaling for the position, last the translation as in the editor adjusted. But this is obviously not the case. The best solution is as described, so i can add the animated element like any other scenery object and rotate, scale and translate it into the park. My waterwheel is made of two parts: the fixed, not animated part like waterpipes, supports etc. and the animated wheel itself. Both parts are added separately to the park. But i do not know the order of calculations from scripts and editing parameters, so there is a lot of try and error to see what is going on.
Now it works, but looks strange in edit mode because wheel axle is turned by 90°. All other solutions need editing in script files or so before adding to park and rotating by editor positioning window is not possible.
I have also recognized, that function need float, not double. I am programming in C, there variables are casted "up" and "down" according needed format (not all cases). So you can mix float and double without getting syntax errors, you get only a warning for loosing accuracy, when implicitly casting double to float. For the fixed angle i had used a float variable, i didn't know the syntax "2.0f" for a float constant. Matrix multiply is needed for flat rides with more complicated movements, also the ferris wheel: the single cabins are rotating the other way as the wheel, so that they are always upright, other rides like break dancer etc. have a lot of matrix multiplications.
Perhaps i will try more scripts when i make more objects, most objects are not animated like buildings, requisites, a wooden station for wooden coasters made by single segments, so stations of different lengths are possible etc.
Best regards
Um, so the post above my comment was about exporting, got that, export straights, then make another export that are curves after. Well I exported this straight section which is merely straight in FVD, but in NL2 its all funky looking. How so, and how do I fix? Also, how do I find FVD++ .79, or just the latest version?

Staff Edit: Embedded photo. 
TheCodeMaster posted on July 14th, 2018
(several images)
Here's My Entry, "Flight of the Battle Bus" (I'm sorry about the name, I ran out of time lol)
Lookin' so fleek.
I'm going to work on my over the coming weeks to remove the problems, I'll upload it when finished
Here is my entry, "Weekend"!




Those were some interesting 5 hours, were gone very fast, extremely very fast to be honest. But here is my entry, Calamity Creek!
With a maximum speed of 56 km/h and a lenght of 1311 m. The capacity: 1824 riders per hour.
Enjoy some screenshots of the ride!




(Yes it was a stressful job to get the supports done within the 5 hours)
Looks great!, i like the idea of an indoor section!
Perhaps i will post some pics soon.