Wow, that looks amazing!
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Nah, just put a short brake section (long enough to hold the whole train obviously) before the launch and have it launch from there. Weird that it isn't moving but it still sounds like it could be a block problem. Is the holding brake before the launch a block brake? If it is, maybe the train isn't clearing the block after it, preventing it from moving. Do all block brake sections have transport devices with enough power to move the train past the brake (or are they angled enough for the train to move via gravity)?
As for the dive drop, I've never ridden one but around 90 degrees sounds like a good place to start pitching down. Once you actually start building it you'll probably get a better idea of what looks right and what doesn't.
I recently posted my Maverick Recreation to the Exchange and on CoasterCrazy.com. By the way, does anyone know how to properly add pictures when posting?
Thanks for the responses so far!
@Ride_op
While this is basically a great idea and I'm using something similar personally already, I guess this is out of scope for simple object controlled animations and I think with this level of complexity using text in actual script code with a simplification framework or with another level of abstraction by configuration files would be much better suited for this.
I have now a first implementation of track trigger usage, there's a dedicated setup scene object for "action triggered" and "track triggered" setups. Their usage stayed the same, the track triggered object just requires that there's also a coaster that uses a track trigger with the same name:
A track trigger setup:

The track trigger setup in action:
Any further suggestions so far?
And I need some more input from you!
Since it is easily possible to implement many other conditions that trigger these animations, where virtually any parameter NL2 can provide to scripts through the scripting API could serve, I think there would arise about the same problem as with Ride_op's suggestion rather quickly if too many possibilities would be implemented with different setup SCOs.
So I think it would be the best if tell me what you think would be useful.
To give you some examples what parameters would be possible with varying level of usefulness: Occupation status of a special named block; status of some devices like brakes on a special named section; rain, cloud, fog level and other weather parameters; day of time, sun elevation; a special track is moved to a certain position;
Greetings,
Daniel
There are also a ton of helpful resources you can use to get started here on Nolimits Central. Check out the resources thread.
edit: Element 115's hand-building bible is an incredibly helpful guide that should be more than enough to get you started. you can find it here

3D work for the landscape is coming along well, with the entire lower foundations done, and a boundary beginning to be set for the accessible environment that will be in the finished build.
Just finished my latest park, Elm Valley. It features two coasters: Kestrel a B&M Invert
and Adder a lauched RMC shuttle coaster
^ There's a help menu in-game that contains tutorials. That should be enough to get started with.
Hello,
i have purchased the professional version. But there is one Problem: I get only a small install file (install.exe) less than 1 MByte. This file will download the complete files and install it. But not on a Linux-PC, i need the files for the offline PC for direct download. How can i do the manually download and install? The Recources page have no link for the software irself and only an additional install.exe for the updates.
Best regards
Hello,
i see, that the install file is much bigger, about 1GByte! It seems to be the complete software, so i try it after Downloading... Then i have to download all tutorial from youtube. Is there a handbook as pdf included or available?
Best regards
I am free on any Saturday other than May 26th. I'm typically at work Fridays and Sundays.
Oh my this would be a blessing for me - I have no scripting skills at all so this would be amazing.
Yes, I'm very interested! Are you going to put it for download?
My new Jet Coaster.
Thanks for the LSM link. Now I can finally finish my Maverick Recreation! Also, I don't have the link to the BT Paths V2 Scenery Set.
Like make the whole section a really big brake section? I tried putting a little brake section before the transport and it wouldn't continue even with transport and launch checked.
Also the 2 little wireframe trains shows up when I put in 2 trains, but neither of them move in the sim.
Flug Der Damonen for one defs looks like it turns a full 90 degrees before even pitching down. Does that sound right?
Thanks! I am using Blender for the custom track and SketchUp for the scenery.
Welcome! For your pre-launch brake issue, are you putting a transport section on the brake? If you make it come to a complete stop and check the "launch" box, it should work. And as for adding another train, are any of your brakes block brakes? Make sure you have enough block sections to allow for multiple trains. As for a drive drop, I'd definitely make it as a geometric section. Doing it as a force section would be really tough. Maybe switch to force in a convenient place like the pullup into whatever the next element will be.
My apologies for the faulty LSM link. Here is an updated one that should work. EDIT: Note that you must set the coaster that the trains bind to to the Mack Launch coaster style to maintain proper spacing.
Also, does anyone happen to have a link for Bye Tom's BT Paths v2?
Looks great! Very useful stuff. What about some more complex items such as rotations with configurable acceleration, deceleration, max speed, and duration along with specifying an custom axis angle? A simple toolkit with these controls would make most spinning flat rides a breeze. A ride like Tango really doesn't need much fancy stuff.
More complex would be pendular motions and anything that needs to react to gravity, but that would be cool too.
-Ride_Op
Hi Leo, check your private messages.