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NoLimits 2.5.5 update discussion - Tilt, Rocks, Mac, oh my!

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Wow, that was definately not expected but the tilt track will lead to some very creative concepts! One thing that I would love to have is ability of adjusting the Vekoma track spine to the tilt track style :)

Zingo posted on April 16th, 2018

Looks good! Can't wait to try it out later today! Question for those who tried it, can we use the tilttrack on other trackstyles and are we able to change the settings like rotation and timing?

Yes and yes, just tried it with the intamin mega coaster style, worked for me and I've changed the rotation angle and the timings of the rotation, it's just like the transfer track.

Posted April 16, 2018· Edited April 16, 2018

Could be interesting for flying coasters, perhaps?
I'm currently formatting my drives (more or less successfully, mostly less), so I'm giving these ideas out for free!

it works great!

Very nice update, not to forget the very useful new objects, steam related additions and scripting API methods. I also like the chain idle movement.

Oh nice. I haven't installed the update yet, only just read about it now.. But from what i saw in that youtube clip, it looks pretty neat. I'm sure i'll discover more cool stuff once i actually do it.
Thanks devs. :)

intim305 posted on April 16th, 2018

this is gonna be fun

A new take on the classic euthanasia coaster?
*Sits back and waits for an influx of Vomitron/roller coaster hybrids *

A new way to make dive machine holding brakes too. And since the trains have only 3 rows, no need to care about which car to enter for the best ride.

It's always fun to tinker around with the new updates. I haven't had a chance to try this one out yet, but I'll definitely want to check out the rocks and the tilt track

Posted April 16, 2018· Edited April 16, 2018

OK.. Slight issue, is there a way to attach an sco object to the tilt tracks? I used the attach to rail script that works on transfer sections but it dosen't seem to follow the tilt track, i get no errors but the sco remains level. Is there some different sort of script that must be used?

example:

https://gyazo.com/d789ba057c8728c4835ca33cf14043b3

Posted April 16, 2018· Edited April 16, 2018

I quickly tested it with one of my objects that attach to the rail and it worked without problems

, the picture was taken during the tilt process.

Are you sure the object gets updated every frame and not just placed once at initialization without any further update by the script?

An alternative might be my attach to special track scripts, use the attach to transfer script for the tilt track.

Element 115 posted on April 17th, 2018

AHA, yeah i think it wasn't updating re added a fresh script and it was fine, thanks for the help.

https://gyazo.com/2f0f29d057e93f71e9f27d512456254f

I like those trains, Element. They full custom, or modified rocket trains?
Has a bit of a retro look to them, while still looking modern.

Something I've picked up on is that now that lift chains 'idle' when trains aren't on them, The Smiler's hold at the bottom of each no longer works and is causing a collision on the MCBR every time. Is there any way to disable the idling and/or will this be a future option?

^ yeah an option to choose if the chain moves when idle (or even how fast it moves when idle) would make it better, it basically breaks all of my eurofighter setups

Posted April 18, 2018· Edited April 18, 2018

^ This one, I believe. Bit odd that it's an option on all coasters when only a couple have a special platform, but it's definitely a nice feature.

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