NoLimits 2 Wish List
^Yes this so much, PC has that option and it makes scenery placing so much easier.
Planet Coaster also has rmc coasters and rmc suppprts, single rail rmc coasters, bobsled coasters, and the S&S freefly coaster. I wish Nl2 had those in the defult game and not have to jerry rig some scripts and objects to attach to hidden trains, that most of the time do not work right anyway.
^^^ I agree this would be a great feature. Rotating around a selected object would make editing environments so much easier
There are 2 things I want:
I desperately want human riders that react to coaster forces.
I would really also like to see multiple combs for each seat and general comb overhauls.
Riders would be generated on age, size/weight.
Adult 30
Elderly 60
Child 10
Sizes are: Small, medium, large according to standard BMI.
Full customizing train loads. Just to simulate how weight affects train speed
Different riders can handle different levels of G's and such.
Riders would react to the forces experienced in the cars.
Animations detailing weightless conditions, Ejector conditions, High positive G's, faint condition,
injury condition for ride envelopes being too narrow.
This would all be optional just aesthetics.
Give the simulator a more compelling case for others and myself to pick it up and/or revisit it.
The empty trains just...you start something see it go round and it's always this, "meh", feeling afterwards.
As far as the Combs go... Primarily I would really like to see combs for each seat at the front-most of the train.
So for B&M there would be 4 combs, For the dive there'd be however many across.
Why? Because many times it seems people myself included forget that your distance from the heart-line makes a difference when moving left or right.
The 1 comb tells you one story but when you ride it back from the front right most seat you see amazing spikes in g's. Or maybe you didn't really anticipate what that last row of seats really feels being whipped over that airtime hill. An Example would be the difference between the front and back of Diamondback. Front All hard Ejector / Back All weightless.
I'd like to not see the speed comb for the ENTIRE TRACK killing my framerate perhaps just the section I am working on determined by me?
This applies to the other combs as well I'd like to be able to see multiple G-combs at one time too. I don't like FVD but I would like to be able to remember track limits, speed, and relative G's for a multiple point in the train. So maybe at the business end of the track it displays the combs and the last 25 meters.
This would generally make my life and others easier when building that suspended arrow coaster with reasonable swings.
No offense, but a lot of you people are making outrageous wishes. Different G-forces per seat depending on age and weight of a rider? Come on. Not even actual coaster companies do that. 20 new coaster styles?
You do realize it's a team of like five people who have full-time jobs, right? Some of these are counterproductive and unrealistic. I get wanting RMC or an old wooden train style. But also, are we not happy? I'm happy with what we have.
That is one of the best ideas that I have seen in this forum so far. Humans in the game would make it so much easier to simulate the g-forces on riders and the track.
That^^^ is mostly absurd and probably impossible to implement; if you'd like to observe g-forces on a specific seat to check your ride (important), you can watch the forces in the ride panel by pressing F2 and setting the seats. These calculation are useful for 4-across or long trains.
^^^ I agree. I wouldn't mind RMC / new wooden support generator but outside of that I am extremely satisfied with NL2.
raptoralex posted on January 22nd, 2019
No offense, but a lot of you people are making outrageous wishes. Different G-forces per seat depending on age and weight of a rider? Come on. Not even actual coaster companies do that. 20 new coaster styles?
You do realize it's a team of like five people who have full-time jobs, right? Some of these are counterproductive and unrealistic. I get wanting RMC or an old wooden train style. But also, are we not happy? I'm happy with what we have.
No offense but the simulator already calculates this. If you ride your coaster in different seats the G's are not the same for every seat you can occasionally cause rollbacks from your perspective too.
What I wish was to be able to see this information THE FIRST TIME instead of going back and forth freezing and unfreezing the coaster. This is also a slight complaint I have against NL2 at times being time consuming isn't a good thing, it's not a feature.
So the first time when I am looking at the track instead of seeing ONLY the position of the Comb or maybe an average of the two front most seats I could see what the entire TRAIN is experiencing in a transition, over a hill, an off axis airtime hill, A zero G roll. I like to hand build I don't like FVD, I am asking for more visual feedback during that process and not just the G's calculated from the vertical distance from the heartline. As a someone has already stated...you can see this in the simulator my argument is that it's not available whilst building. Again. I don't want to do the back and forth thing.
That's not what I asked for.
The riders animations REACT to the forces the simulators already logs.
Conceptually the Riders can have different conditions driving the animations. Too high G's; train comes back with group of droopy faced riders.
Unsafe G's and the train returns with pale riders with an injury condition. When you shape that B&M airtime hill and all the riders are weightless.
It was strictly an animation thing...not a technical thing.
Let's not act like a great portion of what sells NL2 is it's graphic fidelity.
Pretty Coasters are a thing. Accurate representation of coaster operation is a desirable feature.
Why not finish the picture with riders instead of empty trains.
One was for building and the other was for aesthetics and just something to aim for.
As I said...for me No Limits get's boring in a very specific way.
No Limits is a coaster simulator so wishing there were riders is not outrageous.
I mean it's not a simulation of a simulation; with empty trains.
I don't think Simulating a Coaster in its full effect is outrageous.
Coasters have riders. Attendants. Operators.
It is a small team. I get that...however I remember them saying they wanted to make the best coaster simulator. I don't see why riders, which every marketing presentation has can't be...I guess...native to the simulator. Again not that outrageous.
^It sounds like something that you could make yourself with a bit of scripting and modelling :)
better graphics is something that could be very nice or just better optimisation for graphics for better fps
You guys know that the dev's don't pay attention to this thread much because of exactly this reason right?
It's overrun with ridiculous requests that although maybe be possible, are in no way plausible to actually do and then the more reasonable things get drowned out. Making a feature for a game isn't as simple as just putting it together and releasing it, since it has to work with the rest of the game and not break, especially in a sandbox environment (which is why cable lifts are an unreasonable request), so each feature has to be well thought out and takes a lot of time to implement. That means that only so many can be done in a certain timeframe and with all the rest of the other HUGE features that have been worked on such as converting the entire engine to have Mac OS support, everything that get worked on has to be essential to the game AND to the entire audience AND be relatively easily implementable, something that very few things fall under.
Having people in the sim would be super cool and i think everyone wants them, but there's no good way to do it in a sandbox environment that wouldn't require creating a ton of AI and pathing systems and virtual queues and everything that that entails. We know that making a new train is relatively simple in the scripting engine, but adding all of the features of the ingame trains to them and baking that into the game is not, so asking for 30 new coaster styles that not may people would use frequently isn't reasonable (they already know we all want RMCs and there's a reason that Phyter's profile photo is an RMC transport wheel, but also think about how many people will be using RMC trains for inversions which would require a complete overhaul to the support generator, something that was not made by the original developers of NL and has remained relatively the same since it came out in NL1, and who's actual developer has since disappeared). Not to mention that all 2-3 of the actual devs don't even develop this as a full time job, leaving even less time to make updates (and that's not even including the special versions with additional custom styles that manufacturers can commission for their own renders [see the Intamin animations at IAPPA]) In conclusion, please stop asking for things that don't make any sense unless there really is a super easy way to do it.
/endrant
Club Coaster posted on January 22nd, 2019
That is one of the best ideas that I have seen in this forum so far. Humans in the game

^Code have you been up to something
^Pretty sure the name 'CodeMaster' isn't for nothing.
Maybe something that was tested out in Citta Alta? ^^
I'd love to see an actual reflections option for materials so I can make this look better:

@ PvM u can change in NL2 the reflections of the water surface.
I know. This is not actual water but a 3d object with water material. It only reflects the skybox.
U can use an NL2MAT file to get your desired perfection
for the "hold option" of the chainlift, I would like to be able to set the time that the train will be held by this chain before release
I'd love to see dev logs for upcoming updates. I feel like it would spark more excitment within the NL community.
Something I'd love to see in NL2 is new spine types such as: new Intamin, Mack and Gerst track with V shaped crossties (eg Taron and Icon).
Beam Ng car driving and crashing game does the dev logs already so why not NL2.
A way to have a different angle of a side view and not just left, rigth, front and back to make it easiser to edit things that are off-axis

Here is a fairly simple (i assume) feature that would make placing scenery (especially fences) much easier, the ability to switch between world axes and object relative axes for movement.