BBSpeed, I think that's a good analysis. I agree with that. There are tons of short rides around that do just fine, no need to try so hard to draw it out. Maybe they could've fit in one more solid sized straight camelback where the brakes are in the animation (maybe they did that in a change) but it's good as is.
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I'm not a fan of how short the ride is, but considering every part of the layout holds something interesting I think it'll be pretty badass. That wave turn off the side of the lift is so goddamn cool.
That wave turn looks more fun than Half-Life 2.
I am sooooooo excited for that wave turn. I think the reverse cobra roll will be awesome, but this will be the signature element. Gonna be great!!! Yay home park!
The top of the rails to the floor of the car is 15.3 inches. From the center of the rails to the floor of the car is 17.895 in.
I've (re)updated the model, I made the entire thing white for now just to make sure that it all shows up. I'll hopefully be adding rock texture and other small detail work this week/weekend.
I've got a question. In which direction do you want the trains to be dispatched?
Also, I just downloaded your last edited version of the 3D model. So the station length is now ok but the blue/grey faces still subsits. Look at the screenshot below and you'll see what I mean. The problem with these faces is that in NL2, they don't show...
To fix the problem:
- right click on the blue/grey face
- then click "Invert Faces"
- And to finish, re-texture the inverted faces
I may be a bit picky but it's to make the final result great!

It is for the clicking of the anti rollback sounds.
Why does each brake make its own sound?
I'd love to know how it's gonna feel to be completely 90 degrees on your side while the track curves slightly inward like that.
What's the height difference between the floor of the Train and the rails based on your solidworks model of the trains? That information would be useful to place the track vertically inside the station.
That wave turn looks absolutely bonkers.
Twisted Cyclone progress @ SFoG

^Check out that long support/first drop headchopper. Noice.

Edit to add an imgur album from this post on reddit.
Especially for its size, I'm a big fan of this particular conversion, if for no other reason than that it focuses more on big, sustained elements, and when its out of steam for those, it just ends, instead of continuing on for a few hundred more feet of track that doesn't really add anything.
I export with segment length of 2m. I don't know what others do, but my tracks end up very similar to the FVD file. I also use a smidge of track smoothening, but I'm realizing I don't really need to use it.
I tried a few things now and found out that my problem must be connected to the amount of vertices of my coaster. I tried to export the track with different segment lenghts.
I personally would like to use 0,5m, because it seems to be the most accurate. But then the problem appears again. Even if I create segments with a lenght of 2m, the problem appears after a certain lenght of track.
The lagging just appears if I try to move a support along the FVD++ track, or set other things on the coaster track like style seperator ... .
To confirm that FVD++ didn't cause the problem, i created a track with equal amount of vertices.
Edit: I use the 64bit steam version 2.5.3.4. My plan is to create a B&M launched Wing Coaster.
That's all i found out today.
even on intel integrated graphics, you shouldn't have issues there. Is it only when you import a nlem from FVD that you have this issue? Could be using incorrect version of NL (64 vs 32) or could use an update. What kind of B&M are you shaping there btw? I'm using a laptop with i7 and a mobile nvidia card, but usually just intel integrated when I'm not on a power source, and I don't have issues until I start adding scenery and terrain, but even then the issues aren't killer.
I'm using a similarly-powered system (i5-7600k and a GTX 1060), and I have had no problems at all running my parks. Even terra phase 3 had no problems. That is really strange.
That's the thing which makes me wondering. I have an Intel Core i7 5820K and a GTX980. Should be fast enough I think.
Are you sure you are using a powerful enough computer? It might be just that your PC can't handle the 3d rendering I guess