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(05-21-20) The Flying Dutchman
NoLimits Coaster

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@Nolimitsprojects: Yeah, it was one of the things I had planed to do later on. I did try a few things in the first scene (which I will show in the next update) but I'm not that good at texture effects, so it's trial and error. I'll PM you later to talk about it ;-)

Update

Long time no see, this time of the year is incredibly busy for me with work and school. I've managed to do some things on the ride, but it's mostly testing and modeling. so, just a few pics of the outside and the darkride this time :)

Up next

So, the plan for now is to fix a few small things here and there and start testing some new triggered effects for this ride. Many things this ride will do have not been done before by me, so I'll have to invest some time. Release date? It's done when it's done! Let me know what you guys think!

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The Official Scripting Ask Thread
Scripting

As you can see on this picture, NL2 is obviously also not calculating an independent rotation for the left and right rail bogie. Instead it seems to fake the movement by just using the center rail orientation and the boogies are just offset to the left and right. That's exactly what you should do with your bogies, I think the only thing that would have to be preset is the offset since there's no chance to get it from the API automatically as far as I can see.

So you will definitely have to separate them and only apply the rotation to each individual bogie. It's up to you if you want to keep these as separate objects or use a single train object with the bogies as elements and so on. Of course the final script design will be dependent on which solution you want to use.

Actually I'm wondering what the vertical issue is you are talking about. At least when using matrices directly I never saw something like this happening and I'm wondering how this should happen when using the Vectors.

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

Some people must have a phobia of doing their own thing. I understand the frustration in standing out on YouTube but reuploading someone else's viral video will not get you any positive recognition and will only make you look like a cheap, dirty thief that will never properly match the original's success.

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The Official Scripting Ask Thread
Scripting

Alright here comes a wall of pictures and text...

https://gyazo.com/4f1b1f1f16126d0cf037f90deff7e576

This bogie is made to function exactly like the rocket coaster bogies in Nolimits 2. The problem with this is that conventional scripts to attach objects to bogies would not work, including that of CCC2 and other pre-made attachment scripts.

This issue with these is that the script functions off of one central rotation point that works like a ball and socket, with the whole bogie model rotating off of this point.

The Rocket coaster however, along with many other styles both in Nolimits 2 and real life feature multiple separate rotation points in this case 2 for horizontal rotation and two for vertical, as far as i can tell this is simply not possible (or very difficult) to replicate via scripting.

https://gyazo.com/83b95e79b9fd11972bd0e05d70ba4097

https://gyazo.com/996599cfc9f5ceafdd3469a151b9cc84

As you can see by these horrifically bad paint drawings, the bogies need to rotate in the same places as the nl2 trains to function correctly and not become misaligned during turns and vertical curves. This issue is especially apparent when you attempt to attach these to a train using "normal" methods.

https://gyazo.com/ebb24882d60806a6ad4db06111453898

As you can see, instead of being locked to the two attachment points, the bogie rotates around an invisible spot in the center of the train, resulting in significant deviation from where they should normally be, especially during tight turns.

https://gyazo.com/3413f13aa3d1dc53bcbe9b8ea0a586fe

This is also true for curves on the vertical axis, in reality, the green section would remain aligned to the chassis of the car while the orange section would rotate around its centerpoint (bolt location).

Now i have seen scripted bogies that do function correctly, a good example being the new gen Intamin LSM trains made by Thecodemaster, however these too, are not without issue. While the articulation does work correctly it bugs out whenever the track goes beyond vertical. This is apparently not possible to fix at the moment due to vectors freaking out when the vertical point is reached.

So, my question is, is there ANY way that this bogie could be scripted to emulate the movements of the rocket coaster bogies, would it require separate scripts and attachments for each individual section or does something within the scripting API of NL2 need to change to make this work at all? Is there any way for the scripting engine to track the position of each element of the wheel assembly and attach each relevant part of the model to it? The bogie i made is designed to perfectly match each rotation point of the default train.

Any insight into this would be awesome.

P.S while im at it, an option in NL2 to hide individual parts of the trains when frozen, for example "freeze only bogies" or "hide seats" would be amazing for making semi custom trains very easily ;)

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NoLimits 2 Weekly YouTube Roundups - Week 654
NoLimits Coaster

My video is in the playlist Roundup 226 🙌✨
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About what you said, yesterday I also discovered that a channel was downloading my videos and posting on his channel, I denounced and I sent message to him, and so he ended up excluding, now I go put on my name in the video edition, because it's quite annoying that.
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For they are days and hours creating, for I came a guy and with a click to download my creation and post as if it were his, never haha✌🤗

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