I've finished the layout! Now to move onto scenery and supports.
Is there a way to export a NL2 track to use in 3d software?
I've finished the layout! Now to move onto scenery and supports.
Is there a way to export a NL2 track to use in 3d software?
@Aytrane: Ahah! I called it! It was an honest shot in the dark but I'm really glad I got that right!
An update for everyone, the landscape for the attraction itself is almost done, with a few small gaps left to go between pavement and the rapids trough, as well as small patches at the Eastern end of the site. A clear boundary has been set too, to ensure I'm not stretching beyond what NL2 can handle considering the entire landscape has been modelled. The land file is very clean with the entirety of what's been made so far reaching only 25k polygons, buildings included. Track profiling has made good progress too, with the shape almost being ready to begin supporting of basic areas like the lift, brake run and prelift. Enjoy the update!







^I like that a lot. Consider it the new working title. Thanks for the suggestion.
^^The layout is definitely similar to megalites but I tried to differentiate it enough to not just feel like a bigger version of that model. Hopefully I succeeded, but I really don’t mind my coaster being similar to one of the best coaster styles out there!
What about Seismosaurus
That layout is really cool, reminds me of a megalite.
Dapalm posted on May 11th, 2018
Well, here's another raptor... I don't think I will finish it, as it was more of a test, but pretty happy with the results
How did you get a raptor track? Is it a 3rd party thing?
I have seen reports and video that claim under 1 min rearrive and dispatch times. It seems they are loading as people get off so its working real well.
^^ please make that a tilt section on top of the track
Coming along slowly... These supports took me way too long but I'm very happy with them.

Still working on the name. I definitely want to go with something that emphasizes it as a big ride, but Goliath or Titan are way too generic. If I can't think of anything better I may go with a dinosaur "theme," though the theming will be very minimal.
I feel like I’ve been cranking out rides too quickly...
https://youtu.be/ylHz-BpmiRw
You could add another block brake between the boarding station and launch. In case of a rollback, the train is stopped in this block brake and can be re-launched from a standstill. Of course, this requires you to do some changes to the track (add a bit of length) and remove acceleration from station: instead have it slowly roll out of the station into this new block brake before it starts the launch.
Hello,
i will try to post pictures here. I found only a server whitch deletes the pictures after one month. Here the top view of station area.
The acceleration track is much longer than on picture, it is ca. 150m long. Also there is only one block brake at the end of ride, the second brake is replaced by the exit station. So there is no end brake 1 and 2 but these are together one big brake.
Here is a view to the acceleration track:
It does not help if accelerating train can be stopped completely in acceleration track because it is not possible to accelerate train if it is already standing in accelerating track and not in the station because power of acceleration is not enough to go over the Kingda Ka hill. But next train has entered station, so train cannot go back to station. Acceleration track must be so long, because max. speed is 180km/h, even if you enter higher speeds in the setting.
I think, there is no solution and my design will remain with longer station time, in simulation train will never unexpectevly stop on track before reaching block brake in middle of ride...
Best regards
For those who have ridden, how are the load times? Iirc, it's supposed to be continual movement in station, right?
Time to vote and get happy! NoLimits 2 Screen Shot Saturday Madness May 12, 2018!
-Ride_Op
The system will not send a train into an occupied block, ever. What we must be encountering here is the device responsible for stopping an advancing train and preventing a block violation is not strong enough or long enough to provide enough force stop the train before the train leaves the segment.
To post a picture, first post your picture on any website anywhere. Then you can post the link to the picture here. We'll help identify the issue for you and recommend how to fix it while still achieving the ride you want.
-Ride_Op
I've been working on the lifthill of my Vekoma coaster:

Have you tried making it a trim brake yet?
Hello,
I understand the funtion of blocks, it is the same as for railroads - also for model railroads. The problem is, that i have one block too much, the acceleration area and the ride up to first block brake is another, separate block. But i want both be the same block, then it will work. But NoLimits makes two separate blocks. Each block must be able to stop a train at its end until next block is free. But the LIM accelerator cannot stop a train on its end, a normal lifthill can, so it must not be a separate block. Perhaps this can be added for the next update.
Later i can load a picture (how do i include a picture into a posting here?), but i think, i must keep the station time as long as it is now. If i move the mid.course brake run to an earlier point, the problem is not solved really, only you can have shorter station times. In reality is remains unsafe, if a train stops somewhere on track, next train will start anyway. If the first train has not managed to go over the Kingda Ka hill, it will be on end of acceleration and the starting train will crash into it. So the correct solution is to combine the two blocks to one block as described. If NoLimits does not have a function to combine several consecutive blocks to one, i keep the long station time. It is not possible to move the brake to an earlier point, the layout is nearly finished. But also if the problem cannot be solved, the coaster now works fine.
Best regards
And three POV from back, middle and front:
[AndyW]
I have stopped time from accelerator to brake on middle of ride, it is a little less than 80 seconds, so i have configured minimum waiting time in boarding station to 80 seconds. With this workaround it works, because a train enters accelerator after train before has left block brake in middle of ride. But this is not realistic and i have unneccesary long wait time at the station.
If I understood correctly, you have a problem because your block sections are too long and thus your waiting time at the station is longer than you would like. You have two choices:
Coasters use a block system that enables only one train on each block at a time to prevent collisions. A block is separated by a method to stop the train (brakes or transport devices). If the next block is occupied, the following train is stopped and released when the next block is free to advance. NoLimits follows this logic and if you get an error message, you have to adjust your block sections and/or dispatch timing.
Please post a picture of your layout that shows the brakes, stations and launches (you can leave the "Kingda Ka hill" and rest of the gravity run parts out).