NoLimits 2 Wish List
One thing I'd like to see updated with Dive Coaster drop chains is if they could function like a normal block, in much the same way Baron and Apsaras have their lifts set up - maybe with the ability to have ARBs over part of the chain, rather than the full length?
Well, this thread definitely died!
Any chance of being able to handle stations ourselves? The current station controller doesn't necessarily do what I'd like it to!
And a third post in a row! It'd be pretty slick if we were able to reverse into or out of tilt tracks, for coasters like the Togo Ultratwister.
ThatFlyerGuy1 posted on February 15th, 2023
And a third post in a row! It'd be pretty slick if we were able to reverse into or out of tilt tracks, for coasters like the Togo Ultratwister.
I bet Best Dani's custom block script could make that happen easy enough.
UtahCoasterEnth posted on February 16th, 2023
I bet Best Dani's custom block script could make that happen easy enough.
Nah, not possible. The train needs to exit the tilt track the same way it came in. In NL2, the train can only exit the tilt track on the other end.
ThatFlyerGuy1 posted on February 16th, 2023
Nah, not possible. The train needs to exit the tilt track the same way it came in. In NL2, the train can only exit the tilt track on the other end.
Yes its possible with MusicKid43's script generator and some manual tweaking in the script.
MrRC posted on February 17th, 2023
Yes its possible with MusicKid43's script generator and some manual tweaking in the script.
Could you show me how it's possible? I can't see any way the trains could leave facing backwards after coming in forwards or vice versa.
ThatFlyerGuy1 posted on February 18th, 2023
Yes its possible with MusicKid43's script generator and some manual tweaking in the script.
Could you show me how it's possible? I can't see any way the trains could leave facing backwards after coming in forwards or vice versa.
Sorry, i was mistaken with TransferTable.
My excuses.
Alright: Several rides on X2 have convinced me that we need the current Gen 4D trains with the sleeker bodies, the lighter weight and the big square headrests. So far all three existing 4Ds have them so none have the classic trains which are currently in NL2
I want to have PTC buzz-bar restraint trains (2/3/4-bench versions). I want that so badly.
Holy crap, this latest API update was amazing.
Now all we need is an ability to manually tell the station that a train is berthed without interfering with transports, brakes etc (there is a VERY fine margin of error with parking that I simply cannot work around at the moment, and I don't want transports or brakes to interfere when the train is in a position I'm satisfied with), and I'd be happy. Better yet, disconnect the functions from manual operation, and allow us to trigger things as and when we so desire.
The main function I'd like to see implemented would be something like this.
public final void setTrainInStation(int index)
Enables manual station functions without calling the station handler. Disables manual station functions when index is null.
Parameters:
index - Train index, must be in the range 0...getTrainCount()-1 or null.
As an aside, controlling button illumination would also be pretty cool.
UtahCoasterEnth posted on February 16th, 2023
I bet Best Dani's custom block script could make that happen easy enough.
that won't work with tilt tracks. As you cannot connect track on both sides of the starting and end position. So at the moment it can only be used in one direction.
I'm no programmer, but it seems like it shouldn't be too hard to add such feature in? It feels that it could be as simple as flipping a switch somewhere in the coding. (Although I doubt that's literally the case xD )
Also, I'd like to give another vote for suggested the vertical lift/transfer/drop track option! That would definitely allow some cool and fun designs. (Which again, would seem like an easy implementation, as it's basically a modified version of transfer track.)
If the entry/exit banking of the track wasn't fully locked on the transfer track pieces, we technically could have already made one.
and as I'm summing up my desired features anyway, once again: Turntables! <3
As I'm screwing around with NL2 again. I just discovered another thing that I would like to be able to:
Scale up and down the size of the special tracks: Switch track fork and merge. They seem to be stuck to only one specific size.
Ranfox, if u change coasterstyle they change really.
MrRC posted on April 25th, 2023
Ranfox, if u change coasterstyle they change really.
Unfortunately none to the size I'd like them to have. A scaling feature or just mentioning the size of the track piece like on the transfer/tilt. Would help a lot. :)
Strange, if u have a smaller sized Switch or Fork, that doesn't line up with the rest of the track.
Ranfox posted on April 25th, 2023
As I'm screwing around with NL2 again. I just discovered another thing that I would like to be able to:
Scale up and down the size of the special tracks: Switch track fork and merge. They seem to be stuck to only one specific size.
Or be able to bank them since I'd rather not have to rely on workarounds that involve NL2SCO track for that.
Silent transfer tracks would be welcome, as well as shell-less wing, invert, Mack and accelerator trains.
That's... not what this thread is for

I noticed that brakes are missing on my rides after updating. The functionality is still there, but they're hidden visually. And yes, I made sure that they weren't hidden in the type settings menu.
Not a game-breaking issue, just annoying.