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Next Update?

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I understand. I really hope for a much better auto support generator for any and all inversions and any type of batter bracing. Also beam nodes snapping.

Im pretty confident that the RMCs will be released with some form of updated support generator, in a perfect world it would be amazing to have more accurate and updated support styles for each type of coaster, such as rmcs and GG and GCI etc. But we will see, some form of prefab section system for wooden supports could also be interesting and speed up custom supporting a woodie considerably.

I think the supporting system overall could use a major overhaul in general, same for the scenery editor which as of now (in my opinion) is a bit discombobulated and time consuming when you either have assets with multiple textures or several different assets, same for placing objects into the map, which would be really nice if it took on a system similar to either Unreal Engine or PC (being able to duplicate an object in its place, copy pasting multiple assets at once, etc).

Realistically, I'd expect the new update to be nothing more than the new RMC track styles and engine upgrades. MAYBE a new support generator, which as is would be a really nice update.

2.5 released I think the same weekend as the video released. I remember because I flew to California and went to SFMM with RideOp and we watched the reaction to the video and the update. Updates come when they come and unfortunately that's all that anyone can say. There is no set in stone timeline but there are passionate people moving the boulder up the mountain even when it appears nothing is happening.

^ This... I would love to see a dev blog of sorts for Nl2 to showcase some stuff here and there whether the update is soon or not they could literally just talk about whats going on and show some details here and there... Maybe also talk about some stuff going on in the community as well such as tracks, ideas, etc.

I wonder if so much stuff is subject to change and changes often, it would drive us crazy. That's the reason Valve cites for being so secretive.

A dev blog isn’t meant to capture every little thing that happens. It’s meant to show off things that are being worked on every so often. The dev blog for Parkitect or BeamNG Drive are excellent examples. They are posted every so often and contain interesting bits and developments within the software between updates. Obviously it takes a bit of time to create these posts, but even just for a once a month or bi monthly blog entry isn’t that much to deal with.

I thought that the NL2 website had a news page, which I suppose isn't really the same thing. I do remember they shared screenshots somewhere while NL2 was in development (I can definitely remember that they did an April Fool's joke that related to zombies or something along those lines, I think it was called "Ride for your Life"?), but I have no idea what happened with that.

Posted January 19, 2018· Edited January 19, 2018

KingRCT3 posted on January 18th, 2018

Might I add the ability to transform a beam node into a free node. More than once I wanted to delete a beam, but that would result in the vanishing of multiple branches.

I’ve also thought of this myself.

Mrcrolly posted on January 18th, 2018

I think the supporting system overall could use a major overhaul in general...

I don’t think a major overhaul is necessary, but some improvements would be nice (B&M loop supports as well as the aforementioned wooden prefabs for example)

jpaufsc posted on January 18th, 2018

I would be really cool if NL2 had a dev blog of sorts so the community could see what's going on behind the scenes.

I’m with you on that one.

NoLimiters posted on January 19th, 2018

Would love to zoom in even more.

Extra zoom depth does come in handy (especially in 2D views).

Odd request, but I’d really appreciate an inbuilt NL2mat that looks like rusty/new/worn track or supports. This would be really useful when 3D modelling track components (e.g catch cars), which are a bit more versatile than just support scenery (which looks right but takes a lot longer).

I really hope with the next medium update, my 26 mile long"I'm Sorry" Jet Coaster will run and be able to be supported faster without as much lag.

We did work on it and figured out an easy optimization process that will help you. We recommend making a few minor changes, like lowering a hill or two to be closer to the ground, a wider radius on some turns to allow for smaller track segments, and shortening your coaster by 90%. We aren't sure which of these methods exactly is the one that helps the best, but our testing has shown a lot of impressive performance boosts on all test systems by employing all of these build techniques.

-Ride_Op

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