I have been working on Carpet World today!
You can now sit and watch the excitement of people buying vacuum cleaners all day at Carpet World! 
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My park progress. 
Try the Double Loop Corkscrew park in the included library. What frame rate do you get on that park?
-Ride_Op
Mainly the simulator. Editor is fine! And just my own parks. I don’t use many lights etc either which is odd!
What parks are you running? Are you getting bad framerates in-editor or in the simulation?
Hi Guys,
I’m having problems with FPS. I don’t seem to be getting a decent frame rate with the below system:
AMD RYZEN 1200 3.1 GHZ CPU
16GB RAM
4GB RADEON RX 560 GRAPHICS
Not a bad system. Is it preferred to enhance graphics through an external programme such as NviDia Inspector?
Cheers!
This sounds cool, cant wait!
Ahhh. I see what you mean now. I thought you found a way to use instagram to make the layout, lmao. smh at me. I'd eventually want to participate in something with restrictions.
New Gen Inverted Cars Released!
Some exciting news! Now releasing is a new car style that can be used in NoLimits 2. Here's a peek at what they look like:
The set includes 3 objects:
- New Gen Inverted 4-Cross (w Color Channels) - New Gen Invert Car that has 8 color channels to customize the look of each car.
- New Gen Inverted 4-Cross (w Color Channels Alternate) - New Gen Invert Car that has 8 color channels to customize the look of each car. Color channels match the HD render version.
- New Gen Inverted 4-Cross (Custom Textures) - New Gen Invert Car that utilizes custom textures making it possible for a more customized appearance.
Small features included:
- There are row numbers on the side of each car that are automagically programmed to show the correct number in Play Mode.
- Each harness has a slight opening delay and ending angle, so they're not all identical.
- Object Parameters can alter the way a car looks: removing bogies, removing seats, reversing seats.
- On ride cameras.
- Cameras are VR-friendly. Smoothly transitioning in front of the seat when exiting.
- Low-Detail model when cars are more than 60ft (18m) away from the player.
Updates:
v2.0 Overhaul Update
- Implemented Object Parameters to the cars.
- Removed the Coaster Assigner, and the 3 Mod objects. Now Cars can be assigned via Object Parameters and all cars can be tweaked individually.
- Removed excessive files (unused classes, old icons, ect.)
The download to this set can be found in the first post in this thread.
-Josh V.
I never said it was a bad rough, I didn't mind either of them, they just both vibrate and shuffle way more than a brand new ride with modern trains should. I worry that they'll get even rougher as time goes on, to the point of unbearableness, due to the train destroying the track in a similar way to PTCs.
I improved the store building inside and out. I made the shelves and register counter thinner and now the wall shelves do not stick out of the walls of the vac dr. building. Plus added a oriental carpet display in another building.
Adding more buildings. 
I bet the GP are like 'why did they relocate the one from Jamp Up Land?'
Vacuums are being stocked! 
^His tips definitely helped on the shaping for some of my tighter elements :)
@JAKool I didn't think Mindblower rode bad at all. Albeit it was fairly rough, it almost felt to me how Boulder Dash was where the roughness of it just adds to the overall intense pacing of the layout*. To me it wasn't much of a uncomfortable roughness, but more of a "this is out of control" roughness. I feel like MB is one of those rides where if it was completely smooth then it would be much less interesting. It has that old, almost unsafe feel of a wooden coaster with some crazy ass elements and good airtime, and that's what made it so enjoyable for me.
*Referring to when I last rode BD which was back in 2014.



Transcendence by NemesisRider
TRANSCENDENCE
Experience pure bliss on Transcendence. This Mack Mega Coaster flies through 4 inversions, a beyond 90 overbanked turn and multiple airtime hills. This ride was created for the Seaside Screamer 3 Contest.




I must be the odd one out here when it comes to judging the smoothness of woodies... I think GCI's are too smooth lol.
^ Yeah, I do actually. The heartline roll was a pain to get smooth and shaped right, and I still don't particularly like the exit on it, but I think it all turned out pretty well! In regards to smoothness, I tried using Element 115's techniques on this ride - they help a lot, I'd definitely recommend them!
^Dang, your shaping is perfect. Do you hand-build?
