NoLimits 2 Wish List
I would absolutely love to have a bottom accented paint option for B&M coaster types.
-An upgrade to the keyframe feature that supports, for example, human models from Makehuman moving their limbs by rotating the bones.
-IDK how feasible this is, but something like SketchUp Pro's 'Add Location' with grabbing and showing terrain would make terrain coasters much easier, especially since SketchUp Make doesn't support location imagery or terrain anymore, and editing large swaths of terrain with smooth differentials feels kinda tedious.
^ a feature allowing skinned character animation would require nolimits to support mesh deformation. I believe this would also mean support for .fbx files. however there are few creative workarounds to faking this, just requires scripting
if your character isn’t skinned then if you are using maya or 3ds max you can bake the animated geometry when exporting to collada
I'd spend a wish on a measuring tool.
Makes kind of sense, but are you aware that you actually can measure really good by just using a piece of track already?

Or a support beam.
^^ & ^ I will use that, thanks. Lol
Edit: I love the knowledge this site has. That support beam, imo, would be the default way.
Having just recently used a controller with the game for the first time today, one thing I noticed was missing from the controller keys was a pause button. Due to the complex movement of controllers, they open up a new potential for video recording, and having a pause button on the controller would make timing shots up with the train potentially easier than with a keyboard since in order to hold the same angle you have to be very still and use 2 hands on the controller most of the time.
Tbh the one thing I want more than anything is to not have a limit on the undo button.
It's more about the amount of memory the program can use. Each "do" has to be saved in order for an "undo" to be done. After so many, you have to throw out the old ones so you don't use too much memory.
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).
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
I'd like the ability to copy and paste scenery. Also, the ability to import images without having to use another program.
I would really like to have the ability to make a scenery object unselectable in the editor. Using a scenery object overlay makes it almost impossible to use a selection box since it can't start from on the scenery overlay without selecting the object (I also find it easier to use sketchup to get scale correct on an overlay, since using the ingame overlay requires so much tweaking to get just right). Objects that are unselectable would still be able to be selected in the scenery overview panel (or ideally have a button on the sidebar to unlock all locked items), and would provide the same benefits in heavily themed projects.
Could you not just turn-off display of scenery? Or is that not exactly what you're aiming towards?
It would be amazing if you could drag option windows on another monitor.
Also I would love to see the new B&M Inverted Coaster trains and redesigned cross ties for the Dive Coaster model.
I second the want for non-selectable scenery. Its always a pain when I'm trying to design a ride around a larger scenery object and I can't select multiple vertices without clicking every one because the larger object won't let me highlight.
Lcucu3 posted on March 23rd, 2018
I second the want for non-selectable scenery. Its always a pain when I'm trying to design a ride around a larger scenery object and I can't select multiple vertices without clicking every one because the larger object won't let me highlight.
In the display, you should hide the sceneries and the problem will be solved.
in the case of designed around a scenery item it would kind of defeat the purpose to not have the scenery displayed.... it would just be nice if locking an object would also lock its ability to be selected
^But then, how would you select it if you had to do that again?
^ through the scenery overview panel or a button on the sidebar to unlock everything
COASTERGUY246 posted on December 25th, 2017
A steel family coaster with trailered seating (i.e. tivoli, e&f miller, gerstlauer family ect) would be nice, because it opens up more options for customised trains. At the moment, if you wanted to make something like a zierer tivoli, you would have to use either Gravity Group or GCI trains to attach the custom cars too, and they make the extremely loud wooden coaster sounds.
IKR. Like Raptor trains, for example. Or just eliminate the need for custom trains and make Raptor track a canon style.
TS_Mind_Swept posted on January 5th, 2018
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).
Were't we trying to figure this out earlier this year on one of my wonky rides?? lol. cant be done. yet

Converted over from NLE
A steel family coaster with trailered seating (i.e. tivoli, e&f miller, gerstlauer family ect) would be nice, because it opens up more options for customised trains. At the moment, if you wanted to make something like a zierer tivoli, you would have to use either Gravity Group or GCI trains to attach the custom cars too, and they make the extremely loud wooden coaster sounds.
Also as I mentioned on NLE, The ability to lock vertices on a certain axis would be helpful (especially for getting more control over depumping)