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No. No "I'm Sorry" jetcoaster. I made the cork supports. 
^Are you planning on making this coaster infinitely long?
I used 0 fraction and 0 air resistance. The lift is only 80 foot tall and the length is 7,340 feet long.
^Togo Jetcoasterfan figured out how to make the car hover above track (thereby negating the reason for a track in the first place?) which minimized friction. That's why he can build unrealistically long tracks with reasonable heights.
Togo, did you forget to put friction settings into this coaster? It seems implausibly long for the height it started out at!!
I don't know what this is all about. What did he do to deserve the words "Just don't piss off people this time"?
Glad to hear. I look forward to your creations.
Marc posted on January 3rd, 2018
I'm struggling
with the shaping of this B&M Floorless drop. No matter what I try to do the turn is too tight. Any advice?
This is probably a bit late, but here is how I did it without any lateral forces:

This is beautiful. Well done, sir.
altlenny posted on January 5th, 2018
Random drop of the info-bomb. This value (around 0.03) tells you how much energy the train loses per traveled track-length. With 0.03 the train loses 0.03m worth of potential energy per 1m traveled, or 0.03ft worth of potential energy per 1ft traveled. In other words, to keep the train running without friction drives, you need to angle the track by at least arcsin(0.03)=1.7°
Thanks so much! That makes testing so much easier to figure out the friction.
These two RMC's, even though they are clones, look so different. Must just be the backgrounds.
Thank you for your detailed response. I sent you a message earlier today.
It's really weird. I feel like I'm doing the same thing, but for me it does not work. It's probably something silly...
This is to "TS_Mind_Swept"
I can easily show you how this is done with just Block Scripting, actually fairly easy.
Send a Private Message if you're interested.
I know, propably noone here really knows who I am, but I can assure you CoasterGuy does.
And he should know what I can :D
After many months, The Smiler - Updated, with Gerstlauer Infinity trains and improved optimisations is now available to download for Nolimits 2. While there are still some issues and unfinished areas of the recreation, I no longer have time due to various factors to correct these but wanted to release this final version with the correct trains. I hope you enjoy the updated recreation.
Download from the exchange now! Steam links are accessible through the exchange pages.
The Smiler - Updated (No Effects)
NL1 has come to an end for sure. Those files from NL1 it took weeks to create and the structures and supports I would make from wood beams like accurate B&M connectors are now all gone and the construction and progress has gone with it.
It would be nice to have access to the scripts that the game creates so that they can be edited as necessary (like to have double unloading/loading stations and have the train skip one, I know that can be done with "speed up passes", but it doesn’t look the same as in real life e.g. Coast Rider at Knott's Berry Farm).
GeCoDe posted on January 4th, 2018
that looks awesome. how did you make it? just 3d model everything or is there an easier way?
I modeled the different Track parts and let them follow the Spline in Blender.
^Yes, see Changelog of FVD++ v0.75, which changed the friction parameters to NL2 style.
Random drop of the info-bomb. This value (around 0.03) tells you how much energy the train loses per traveled track-length. With 0.03 the train loses 0.03m worth of potential energy per 1m traveled, or 0.03ft worth of potential energy per 1ft traveled. In other words, to keep the train running without friction drives, you need to angle the track by at least arcsin(0.03)=1.7°

Regards,
Lenny

