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NOTICE: NLE has been permanently shut down
General

Well, I don't think any of us expected this to happen so soon. Both the forum and exchange show the same message.

Dear NLE Community
Nolimits Exchange has been around for a while, but the time has come to close it down.

The reason for this is no longer having an interest in the hobby and giving the community the commitment it deserves.

I hope you have enjoyed some of the rides you have downloaded, the comments for sharing as well as participating in the message boards.

I sincerely hope you find a fantastic community to take part in from this time forward.

Kind regards,
-Mathew & the rest of the team.
PS. Unfortunately we can't share the files uploaded, but the code is open source if you want to setup your own community website.

I wish we could've gotten this stuff archived in time. To be honest, we did not expect him to notice so quickly, or to decide to immediately close down the site. We may try to reach out and see if there's anything that can be done at this point, but I wouldn't count on it.

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The Handbuilding Bible
NoLimits Coaster

Element 115's Hand-Building Bible

Episode three: Elimination of unwanted forces and achieving a final draft

https://gyazo.com/ca25cc83550daa047c5e703c0584d678

This episodes topic will cover one of the final steps i go through to complete an element, by this point you should have a fairly smooth flowing track. We are now going to go over the process of toning down or removing any excess forces that your element may be exerting, once again we will use our over-banked turn, it is in the same state left by the previous episode.

Identifying the forces you wish to reduce or remove

https://gyazo.com/23bad80ccd7ce6aff4e854d0355ab4ff

Here we see the exit of our turn, by looking at the comb you can see some small lateral forces acting in both directions. Under normal circumstances these forces are very minor and not too much of a big deal, this process is more useful when your forces are too high and must be reduced. However for the sake of this tutorial i will attempt to reduce the laterals to near zero (within the editor, simulator forces will vary depending on the seat you ride your coaster in) So, let us begin.

Method one: Manual vertex movement

This method is best suited to lateral forces acting at 90 degrees of banking, such as the entry or exit of a heart-line roll. Please note that both of these methods will alter the height and direction of your track spline. For accurate recreations or building within a specific space for contests, you will instead have to edit the roll, or use a combination of both in order to keep within boundaries or keep a specific shape.

https://gyazo.com/9a1672303a22367f05135ab634993708

First off, ensure your snap value is set to a very low amount for greater accuracy, i usually use a value of 0.01m or lower.

https://gyazo.com/e9b8e445501d7a4c702332a475d13440

Now select all the vertices up until your unwanted forces start appearing.

https://gyazo.com/b68c444871ae278ede78e67a56112129

Using the page up or page down keys, move the series of vertices until the forces are reduced, this movement can also be done using the arrow keys for laterals on a horizontal direction during flat turn transitions, but i prefer to use method two for that.

deselect one vertex at a time and repeat until all of the force has been reduced to your required level. Once done be sure to depump the whole element again a few times, if the depumping causes the forces to return, repeat the process more times until satisfied.

Method two: Rotational vertex movement

The Method starts of the same as method one, however no snap value is needed ans snap should be disabled entirely.

First off, display two views on your screen, one as a top down view with no visual combs enabled, the other as perspective view with the force comb enabled. After selecting the series of vertices as in method one, rotate each vertex from the top view until the forces have been removed, then deselect and repeat with the next vertex. The method is shown below:

https://gyazo.com/ff0e36468862535889aadf18ba885379

You can use this method for forces acting vertically too, just select a side view instead of top down. Its all a matter of user preference on what method to use (if any at all). I personally use both equally depending on the situation.

As with method one, depump multiple times and repeat until you are happy with the forces.

Arriving at the final draft

https://gyazo.com/9e86648dda3f28bca4b0bf7bbd95d7cd

Here is our over-banked turn, as you can see, the lateral forces have been completely removed to a negligible amount within the editor, afther depumping and fiddling around a few more times, i arrived at the final draft of the element:

https://gyazo.com/4d8a0d19e566de3942c8aaa63ec50701https://gyazo.com/7621206a364b846ed9045f590af33b08

Now, by this point most people should be very happy with the element and move on to whatever is next within their layout, i am aware that this is a very strange way of building a track, but i hope some people have learned about some of the quirks of hand-building throughout this series. The next main episode will focus on a final smoothing method i use once a whole section of your layout has been completed, however it is only really needed if you are incredibly OCD about your radius combs and will make little difference to the ride experience within the simulation.

Until next time, Goodbye and happy building!

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2018
Theme Park Discussion

^ Someone who rather stay anonymous sent me the layout of that coaster and, as it has been laid off to the press, told me it was okay to post my NoLimits recreation.

Notes:

  • The drawing was lacking a scale. I had to guess it using the track gauge. Might be off, mine appears a tad larger than the real one.
  • Althought, the maximum height difference between the station and the top of the lift is correct: 11.5m.
  • The layout from a top view is 100% correct, banking is aout good as well ; but other height differences are total guess (or based on pictures).
  • Supports are accurate to the drawing. If some seem squished, that means my track is off.

So that give us a good idea of the ride, but don't take it for granted:



Second tire lift or launch:



The absence of any bunny hop is a pity, but otherwise the curves are nice and we might get some airtime on these transitions. Spot one 90° turn (the one on the real-life pictures above) after the second lift.

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Next Update?
General

Here’s what I’d love to see...

  • New Generation Vekoma
  • Scriptable Track Section
  • RMC Trains, Track and Auto-Supports
  • Zierer ESC Trains
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