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2018
Theme Park Discussion

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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2018
Theme Park Discussion

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.

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MAD MAX Coaster Contest
NoLimits Coaster

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.

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MAD MAX Coaster Contest
NoLimits Coaster

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!

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2018
Theme Park Discussion

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.

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

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.

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Official FVD (Force Vector Design) Thread
NoLimits Coaster

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.

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