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Aether Systems (Journey To Agartha has arrived.)

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https://gyazo.com/3d664e16573f2065d6ab210f4425650c

Aether Systems is a custom coaster style i have been working on and developing significantly in the last few months. One of my favourite things to do within NL2 is to create rides and layout free from the constraints of real world manufactures, this gives you more freedom in the elements and supporting styles you can use on your rides. Starting with terribly shaped box like covers to hide the existing nl2 trains, i kept updating and improving them over time as my modelling skills improved. The culmination of this work resulted in Paragon, a hyper coaster i worked on alongside Coasterguy246 and Isatnav for roundup 200.

Since the completion of this project we decided to team up and build a custom coaster style from scratch, the idea being that we can use this for all of our future projects. As some may recall, i began working on modular track sections for launches and brake runs, these could be stacked to create sections of varying lengths based upon 5m long pieces. Since the last update i have made considerable progress.

https://gyazo.com/57f7974f11984dbc496115d3fcef8ac6https://gyazo.com/1ca453cecb68d4ac6b580fd9e1e418c9

The current selection of pieces contains LSM sections, Block sections, Transports, Lift pieces, Trim brakes, Friction brakes and is being constantly improved and added to as time goes on, as it stands there is enough to make a full multi blocked coaster with a launch and lift hill. There are still some issues to work out, mainly a script for the transport wheel sections so they animate correctly, and a solution for some form of animated lift chain, but apart from that they are fully featured and detailed with wiring, sensors and all of the real world devices that would be needed on the track sections that NL2 does not provide. All the pieces have large amounts of clipping and perform great within NL2 despite the complexity.

In addition to the track sections i also created my first full custom train to be used with the style, i created the train as just a bare chassis similar to the design of real world trains. This allows us to create multiple different shells that can be fitted over the chassis to allow for different themed train versions for different projects. With a lot of help from a custom wheel bogie script created by the Codemaster, the train has been tested and is now fully functional and complete bar a few bugs that need to be worked out.

Introducing: The Aether Systems MK3 Train.

The train is fully detailed to the same level as the tracks and features bus bar electrical connections that align with the station, as well as animated restraints with both a lap bar only and vest variant. The wheels feature full rotation and correct bug free articulation at any track angle across multiple rotation points. The train is capable of a greater articulation range than the Intamin rocket coaster style its based off of and can be used in a 3,5 and 7 car version depending on the scale of the coaster.

Moving on, this thread will include all of the projects we work on. The first of which is almost ready for release once the track sections can be fully animated. Plenty more information and project updates to come!

I assume that the new train design already has the previous issue fixed where Paragon would have considerable lag due to the sheer number of polys the object has?

Either way, that looks fantastic! I'm sure nearly everyone has thought of doing something like this but to have the skill to really pull it off well is something else. :D

AmatsuNL posted on June 22nd, 2018

I assume that the new train design already has the previous issue fixed where Paragon would have considerable lag due to the sheer number of polys the object has?

Yep, the new park runs at 60fps in 90% of locations on max settings right now

To be honest we haven't spoken about it but I can almost guarantee they won't be available for download, not least because they're insanely complex but they've been custom built from the ground up for our rides and our ride system

Posted August 10, 2018· Edited August 10, 2018

Image from Gyazo

I am happy to announce that Cyclone, the first project from Aether Systems featuring the new train and track system is ready for public release.

Image from Gyazo

When creating the layout i drew heavy inspiration from the low down, terrain hugging style of Furius Baco at Portaventura. The use of our small 2 seat per row trains allowed for much more dynamic elements than the likes of an Intamin Winged Coaster. Due to this the ride features more snappy transitions and unique airtime moments during the ride. The layout remains very low to the ground at all times with a large amount of interaction with the surrounding scenery and infrastructure.

Image from Gyazo

The rides signature element is the "Ejector Stengel Dive" with a slightly inverse heart-line that throws riders out of the seat as you dive into a tunnel leading underneath the main plaza, this provides some great visuals form the queue line and off ride as the train fly's above you.

Image from Gyazo

Every technical aspect of the ride is highly detailed and includes most of the systems seen on real life coasters, every track sensor is wired up with cables and every LSM unit comes complete with air cooling motors and piping. Every aspect of the ride systems are custom from the brake pads to the fully functional transport sections and transfer track.

Image from GyazoImage from GyazoImage from Gyazo

The station of the ride comes equipped with custom airgates and retractable track bridge, provided by your friendly resident Codemaster. Other features to note are the custom station track sections featuring bus bar electrical connections that are aligned with the connectors of the train cars. These would provide power and charging for the train features such as LED lighting, and of course to allow the ride computer to unlock the restraints.

Development of this project was very slow, this is mainly due to the task of modelling all of the custom track sections from scratch. Due to the modularity of these pieces, this will no longer be a problem for future projects as i can now simply drag and drop the sections to fit any coaster we create in the future. Mike sheets (AKA Nseven) kindly provided us with his incredible custom foliage to use for this project, which really makes the environment stand out and look amazing while also not killing performance.

We hope you enjoy riding this coaster and finding the Easter eggs i secretly added into it without the team knowing. There are four different versions available to download, each with its own unique environment.

Downloads:

NLC: https://nolimitscentral.com/exchange/park/366

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1473464764

(This is the sunny environment. Alternative environments are available for download via the link in the description.)

Credits:

Main Team:
Element115: Layout Design/Profiling, Detailing, Train Design and Area Design
COASTERGUY246: Plaza, Station and Queue area Design, Layout consultant, Minor Detailing
iSatnav: Modelling advisor, Video editor and Script Assistant

3rd Party:

TheCodeMaster: Bogie Script
Bestdani: NL2 Instant animation script, Sound sphere script
Sketchup Texture Club: Textures
Exclusive Beta Test Trees: nSeven

Maganeado posted on September 28th, 2018

will the trains ever be released they look so cool

You've already had an answer for the previous trains; your answer for this one probably won't be different at all.

iSatnav posted on August 5th, 2018

To be honest we haven't spoken about it but I can almost guarantee they won't be available for download, not least because they're insanely complex but they've been custom built from the ground up for our rides and our ride system

Posted November 7, 2018· Edited November 7, 2018

While things have been dead in this thread for a while we are by no means dead ourselves. Over the last month or so i have been working on a rapid expansion of our coaster lineup as well as working on multiple projects, some of which are close to release.

First off lets talk about the MK4 track system. This will be modular like before, however it features a wider track gauge and has the ability to support multiple train types. Current plans include a 4 across train, Wing Train, Dive Train as well as the potential for inverted coaster trains in the future.

The Wing and 4 - Across train are closest to completion (vest restraints still not modelled but will be interchangeable depending on layout forces.)

4 - Across Train:

Image from GyazoImage from Gyazo

Winged Train:

Image from GyazoImage from Gyazo

In addition to the MK4 trains, i have upgraded the MK3 trains to incorporate the new seats and restraints. Along with this i also created a very special variant of the MK3 train for use on a current "side project" (totally not the tallest coaster in the world).

Image from Gyazo

Themed to SpaceX, Falcon 9 is a 510 foot tall triple launched semi shuttle terra-coaster, featuring a 500 foot 450 degree spiral drop and 6 seconds of perfect zero g on a 370 foot vertical spike.

Image from Gyazo

To run on this monstrous coaster, i created a custom themed edition of the MK3 Train taking inspiration from the falcon 9 rocket of course.

Image from GyazoImage from Gyazo

I will attempt to update this thread more frequently and show off new developments into the future. However i recommend joining the newly launched NLC Discord server for more frequent updates and some sneak peaks at projects currently being worked on!

Your work all looks awesome. In reference to the Accelerator at the end, remember one of the reasons Kingda Ka is rougher than Dragster may be the height of its trains off the track, or the height of the center of gravity. I don't know for certain if that's the case, but it certainly makes sense given the shape and the shoulder harnesses adding bulk up high in relation to lap bars having their mechanisms in the floor. It makes sense. Sooo if I was designing something to go up 500+ feet, I'd try to keep it as close to the track as possible.

I think you should look at lowering the seats a bit more on the wing coaster train, the big issue that Intamin had with their design is that the seats were too high, and caused an uncomfortable ride, where as B&M perfected the design with the lower seats (closer to the heartline).

Posted November 10, 2018· Edited November 10, 2018

It's designed the way it is to allow for a more simple station setup, ala Furius Baco, where you are able to walk over the chassis to get to the other side, makes life an awful lot easier logistically and reduces the station footprint. Its a neat inbetween of the Intamin and B&M trains, given as I reckon the Intamin ones have a better riding position.

^ That was my point, the riding position ISN'T better, it makes for an uncomfortable ride, and is the biggest flaw with Intamin's design (and one of the reasons they've only built one). This is because the riding position mean it is much more difficult to heartline the coaster. It also means that riders are subjected to any flaw in the wheels or track far more than usual. I can understand the simpler station thing, but you'd be compromising rider enjoyability.

Posted January 7, 2019· Edited January 10, 2019

Image from Gyazo

Join me, COASTERGUY246 and iSatnav on the 9th of January as we attempt to create an entire nolimits 2 project over a 9 hour time period!

Each of us will take it in turns to do the layout, 3d modelling work and the final video of the ride respectively, with a set time period for each turn. During the stream there will be multiple curve-balls thrown in along the way as well as a large amount of banter and coaster related debates. The stream will end with a grand reveal of whatever meme the final video turns into, which will be uploaded separately to the channel after the event is over.

Stream will be live (hopefully) from 12pm until 9:30pm UTC on the Aether Systems Youtube channel.. Feel free to pop in anytime and see how badly we are failing.

There may be some random guests from the nl2 community that join us throughout the event for discussion of pretty much anything you want and the live chat will be open at all times for topic suggestions and ideas. Many thanks in advance to Freethebear, who has been working on a fantastic starting template and environment.

We hope to see you all soon for the chaos that will inevitably unfold as whatever godforsaken mess of track unfolds before us!

Watch the stream here:

Posted January 10, 2019· Edited January 10, 2019

So that's a wrap on the live event, hope all who watched had a good time, i certainly found it an absolute blast to take part in. The final video has now been processed and uploaded.

Having never attempted to speed build a coaster in my life im pleasantly surprised i even managed to finish it in time let alone make it somewhat survivable. excellent job by the other team members too for the ride station modelled in just two hours and the video that was fully recorded and edited a good hour before the time limit.

Overall the stream went mostly without a hitch. (apart from 3 blue screens , 2 clearance issues, sketch up being sketch up, and various symptoms of welsh internet and university wifi) And more importantly, everyone had a good (ish) time!

One of my favourite aspects was the randomisation of the video song and ride elements. It leads to some very... interesting features. (looking at you lagoon roll). I hope you enjoy the final video and the ride should now be available on both NLC and the steam workshop, however i warn you not to look at it too closely as there are some errors and bent supports all over the place. An unfortunate byproduct of building an a rushed frenzy i suppose!

After some brief discussions over on the NLC discord this format of event seems to be extremely popular. Due to this i have decided to begin preliminary planning for a much larger, community driven event in which multiple teams compete head to head on the same template and time restrictions. Exact details are not thought out but if anyone is interested and wants to team up with two other community members to either make a track, 3d model scenery, or edit a video then head over to the discord and let us know! Expect more details in the future.

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