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[Project Concept] Eagles Eye - 260ft Multi-Launch "Transition" Mega Coaster
Imagineers

Hi everyone,I am looking for a talented NoLimits 2 / FVD++ designer to collaborate with to bring my dream coaster concept, Eagles Eye, to life.I do not own NoLimits 2 myself, so I am looking for a builder to take full control of the software side, while I act as the designer and follow along with your progress updates! I want this to look like a professional manufacturer pitch (targeting a B&M or Vekoma style).

The Core Gimmick ("Transition Coaster"):
The ride is designed to start as a Wing Coaster, swivel the seats 90° downwards into a Flying Coaster position at the first mid-course brake run, and then revert before the station.(Note: If scripting this dynamic seating transition is too difficult, I am completely fine with you building this purely as a standard Flying Coaster or Wing Coaster layout!)

General Stats:
Max Height: 260 ft
Max Drop: 255 ft (clearing 5 ft above ground level)
Top Speed: Approx. 84–86 mph
Target Forces: +4.8G max / -1.0G min (Feel free to slightly tweak radii to keep forces safe and smooth!)
Color Scheme: "Alpine Predator" — Matte stone-gray track, charcoal supports, eagle-gold/forest-green trains.

Element-by-Element Layout:

1 - Launch - LSM launch hitting 60 mph, traveling up a steep 60° climb to a total height of 260 ft.
2 - Brake & Transfer - At the crest, the train brakes/stops. Seats swivel 90° downwards into a flying position.
3 - Drop - A 20 mph kick before plunging down a massive 105° beyond-vertical drop, leveling out 5 ft above a lake surface.
4 - Bank & Spray - Skimming the water at 84+ mph, executing a sweeping left bank with a 90° yaw, 45m radius, and 75° banking angle. Water scoops deploy. Terrain Note: I want a massive, steep gray rock ravine starting right at the edge of the lake, creating an intense near-miss cliff face directly on the left side of the track.
5 - Inverted Top Hat - The train rockets up into a massive 225 ft Inverted Top Hat, clearing the layout from Right-to-Left.
6 - Bank & Spray - A sweeping right turn over the lake with a 45° yaw, 50° bank, and 20m radius with another water spray section.
7 - Barrel Rolls - A rapid, heartlined succession of 3 consecutive clockwise barrel rolls.
8 - LSM Mid-Course - A secondary mid-course LSM launch accelerating to 50 mph (or faster if needed for pacing) at a steep 50° incline inside a dark rock tunnel. Theme Note: The tunnel should feature rapid, flickering cave lighting to distort the perception of speed.
9 - Pretzel Roll - Bursting out of the tunnel at the peak of the hill, the train plunges into a towering 215 ft Pretzel Roll (Builder has creative freedom on the radius here to handle the high positive Gs safely).
10 - Sweeping Chicane - A smooth, long, and sweeping left-to-right banking transition.
11 - Immelmann Curves - A massive double-inversion consisting of 2x sequential Immelmann curves peaking at 200 ft, traveling Right-to-Left.
12 - Final Stretch - A right-hand turn with a 90° yaw and ~50° bank, heading into the final brake run to slow down to 5 mph, transitioning back to upright seating, and stopping in the station.

Terrain & Collaboration Notes:
Terrain Flexibility: To save you time, you do not need to landscape the entire map! Only the immediate "hero elements" are necessary—the lake surface, the rock ravine starting right at the water's edge, and the mid-course launch tunnel. The rest of the background can be left plain.
Updates: I would love to follow along with the build. I just ask that you send me quick, regular updates (like simple screenshot or wireframe messages) as you progress through the layout! I have attached my handwritten specification sheets and the Course Layout map showing exactly how the footprint interacts with the lake and the elements.

If anyone is interested in taking this on as a project to build, smooth, and showcase, please let me know or reply to this thread!

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S&S Axis
NoLimits Coaster

has anyone made an S&S Axis kit? Would like to build an axis coaster and dont have the ride vehicles for it. I dont know how to make a train kit and I assume you need a certain software that i dont have

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Dragón Groar's NoLimits 2 Script Generator
Scripting

U write :
".. you have forgotten to also copy the folder "dgScriptGenerator" that is generated right next to the script. .."

No i didn't forget to copy that to.

".. Additionally, I see you haven't set up any exit for any block in your script. For the script to actually do something, you need to tell each block which other blocks the train can go to from there. Make sure to click in the settings button (the three lines with the small circles) on each block and set up the exits list and set up each exit on their own settings button (you need to let it know if you want it to be a forwards or backwards exit, if the train should be launched or not, if it will pass any switches when moving from this block to that next one or if you want to enable any other special function from the generator). Make sure to check each function's help on their own question mark button to know exactly how they are supposed to be used... .."

I have to look into that.

Tnx for your precious time to hopefully solve this problem.

Kind regards,
MrRC

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Dragón Groar's NoLimits 2 Script Generator
Scripting

MrRC posted on July 19th, 2026

There is much more below this.

Yes, but with those first lines it's enough to load your configuration to the program and generate the script again, and that way you don't need to send that many characters. Big scripts can hit NLC's limit on their own...

So, I think I know what your main issue is, but I also found a second one in your script...

The error you have is most likely that when moving the script from one computer to the other, you have forgotten to also copy the folder "dgScriptGenerator" that is generated right next to the script. This folder contains additional scripts and functions that the main script needs to work correctly. You need to copy it with your script and place them both in your park for the script to work in NL2.
What I don't understand is why the error in NL2 is so undescriptive in that case, but at least now I know what that means...

Additionally, I see you haven't set up any exit for any block in your script. For the script to actually do something, you need to tell each block which other blocks the train can go to from there. Make sure to click in the settings button (the three lines with the small circles) on each block and set up the exits list and set up each exit on their own settings button (you need to let it know if you want it to be a forwards or backwards exit, if the train should be launched or not, if it will pass any switches when moving from this block to that next one or if you want to enable any other special function from the generator). Make sure to check each function's help on their own question mark button to know exactly how they are supposed to be used...

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Dragón Groar's NoLimits 2 Script Generator
Scripting

I hope this will do for u :

/*
{
"coaster" : {
"name" : "DoorCoaster",
"brakeBehav" : "Auto",
"visuallyLinkedCoasters" : [
]
},
"switches" : [
{
"name" : "Lift_1",
"type" : "Transfer",
"skipPositions" : [
]
}
],
"sections" : [
],
"blocks" : [
{
"name" : "Station",
"type" : "Station",
"offlineBehav" : "Connected",
"stationPasses" : 0,
"idleLiftSpeed" : "Crawl",
"brakeBehav" : "Default",
"linkedSections" : [
],
"exits" : [
]
},
{
"name" : "Brake_1",
"type" : "Brake",
"offlineBehav" : "Connected",
"stationPasses" : 0,
"idleLiftSpeed" : "Crawl",
"brakeBehav" : "Default",
"linkedSections" : [
],
"exits" : [
]
},
{
"name" : "Lift_Brake",
"type" : "Brake",
"offlineBehav" : "Connected",
"stationPasses" : 0,
"idleLiftSpeed" : "Crawl",
"brakeBehav" : "Default",
"linkedSections" : [
],
"exits" : [
]
},
{
"name" : "EM_Brake",
"type" : "Brake",
"offlineBehav" : "Connected",
"stationPasses" : 0,
"idleLiftSpeed" : "Crawl",
"brakeBehav" : "Default",
"linkedSections" : [
],
"exits" : [
]
},
{
"name" : "Final_Brake",
"type" : "Brake",
"offlineBehav" : "Connected",
"stationPasses" : 0,
"idleLiftSpeed" : "Crawl",
"brakeBehav" : "Default",
"linkedSections" : [
],
"exits" : [
]
}
]
}
*/

There is much more below this.

Kind regards,
MrRC

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Dragón Groar's NoLimits 2 Script Generator
Scripting

MrRC posted on July 18th, 2026

[...]
Error in File 'DoorCoaster.nlvm' in Line 89: Not a package: ?s
...1 error(s), 0 warning(s)

Maybe u can help me out here.
[...]

Hi. Unfortunately, I'm going to need to see your script to help you. Can you copy-paste here the first lines of the generated script? I need all the lines between the one that says "//Version = X.X.X" and the one that is exactly " */", just before the one that says "import com.nolimitscoaster.*;".

If you can send those lines I can recreate your script and reproduce the error myself to see how to fix it both in your case and potentially permanently in the generator. :D

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Dragón Groar's NoLimits 2 Script Generator
Scripting

Hi DG,

I started today to work with your program.

I made a simple coaster with a transfer as a lift.

I followed the instructions and got a script made by your program, but i got some error messages :

Error in File 'DoorCoaster.nlvm' in Line 89: Not a package: ?s
...1 error(s), 0 warning(s)
Press H for Quick Help
Waiting for scripts to finish...
Fly View

Maybe u can help me out here.

System Win XP 32 bits

I do run your program on a laptop with 64 bits Win11 25H2 26200.8875
And export it by USB stick to my WinXP 32 bits (the whole directory)

**EDIT :

I did copy the whole map of the park to the laptop and get the same results.
**

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Spinning Coaster Trains from YT Video by Ludo
General

mcmillerjr00 posted on January 9th, 2025

In the link below I found these really good-looking spinning trains. If you know anywhere, I can find them and download them: that would be great. The creator of the ride is name Ludo.

https://www.youtube.com/watch?v=IdzXDY3nOP4&list=PLStfBqKtYbDxXL1iuOsU4GA49xHap9LiN&index=11

Thank you

Sorry to bump this topic. But its not Ludo but LUCO
(he is a member of this forum, maybe u can write an DM to him)

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Dragón Groar's NoLimits 2 Script Generator
Scripting

elshlagos posted on June 27th, 2026

Hello ! Is it possible to add a track trigger to move a switch track back to its initial position, I had a to put a mini block and use it as a trigger to move the switch track fast enough to take the next train.
Have a good day!

Hi!

It is now, I had actually added a couple more stuff in the scripts that made it easier to do just what you want to do, so I've dropped a new sample script in the last update of the generator which you can check out.

It's called "ClearSwitchOnTrigger" and in this case, it's a plug and play extension sample. You just need to copy it to your park and assign it to your coaster below its own Block System Controller script. Then, create triggers with the name of your switch followed by "_clear" (skip the quotes) and it should work.

I could add this functionality straight into the generator, but I don't think I want to, because it's really easy to provoke an unsafe situation where a train may roll towards an incorrectly cleared switch, so I'll leave it as an extension script for those of you that still want to do it and kinda know what you're doing with it, but I won't add it as a function on the generator at least for the time being.

Let me know if you need more help.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

HOTFIX UPDATE 1.4.1 RELEASED

There were a few bugs in the previous release which I have fixed in this update.
The list of changes is:

  • Fixed: help links to sample extension scripts didn't work properly.
  • Fixed: automatic exit not taking preference if multiple exits were available in the same direction (not normal, but might happen in certain rides with special cycles).
  • Fixed: crashing and resetting the coaster wouldn't restart the block system controller properly on some occasions.
  • Fixed: when using the system built-in save dialog, you would no longer be warned if you were replacing a script. The old popup has been added back in this case.
  • Script extension: in a Section's set() method, which controls mechanism movement, you can now pass a boolean to actuate only the transports (and actuate the brakes in a separate call).
  • Script extension: added sample script: ClearSwitchOnTrigger, which demonstrates how to clear a switch when passing a trigger.

As always, the download link is updated in the first post.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

UPDATE 1.4.0 RELEASED

A new update is here with some of the last big features I had originally planned for the generator. I still have a few things I'd like to add, but they all require a bit of study to work. I feel like this is the right time to ask: do you miss any feature on the program? Let me know if you do!
The changes on this version are:

  • Added: visually linked coasters: for custom trains, link the hidden coaster to the frozen one to make all elements of the frozen one work automatically.
  • Added: rolling launch features: documented how to configure a rolling launch with already existing features and added a "Prevalidate" option for Manual Block mode (early availability of Advance button).
  • Added: brake behaviour override per block/section: now you can control them independently of the coaster's global value if you need to.
  • Added: load from clipboard button in code tab.
  • Improved: optimized switches' "skip position" feature: now it only runs when necessary rather than every frame.
  • Improved: revamped all help topics. Basic guide rewritten to be more intuitive, code blocks can now be copied to clipboard, added links between different help boxes, links now show cursor hand, etc...
  • Fixed: brake behaviour not properly loaded back from a script and being reset when opening the Coaster tab again.
  • Script extension: added sample scripts. They can be used both as a base or example for more complex extension scripts or (for non-coders) as templates for the features they show off. Check the Script extension help topic for the link to the folder they're in and instructions to use them.

As always, the download link is updated in the first post.

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Dragón Groar's NoLimits 2 Script Generator
Scripting

SentinelParks posted on May 18th, 2026

Hello ThatFlyerGuy1, how did you go about this?

Hi, sorry it's taken me so long to get back to you.

What I did was I set my lift speed to the maximum desired speed. In areas where I wanted it to run slower, I used getLiftCurrentSpeed() and toggled rapidly between idle and forward when the lift was above or below the desired speed respectively. This eliminates the rather annoying flickering in the sections panel when the ride is running in automatic. I can't tell you how to define your sections, that is up to you.

The sounds are simple and are just driven off of mathematical functions related to the returned speed value.

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Maximum Size
General

Thanks VERY much for the reply. Now I just need to figure out how to make the park 2 miles long by 2 miles wide. It's a multi-faceted project that includes coasters, driving circuits, clubhouses, orchards, etc. The property actually exists (as a farm right now), so I have to scale the rides accurately.

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Maximum Size
General

Hi all...newbie user to NL2. Been years since I used the original version. Is there a way to make the park bigger than the default? I have a topo map that I added as a layer, but once I get the scale right, the park's too small. If I shrank the topo map to half its size, the scale of the coaster would be twice what it should be. Help? Also, is there a maximum coaster length? Could I make The Beast? Could I make something even bigger, like a 5 mile long terrain coaster?

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