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NoLimits 2 Wish List

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RedLimitsCoasters posted on October 12th, 2019

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

couldn't agree more, would make it a lot easier to make fine adjustments to rides, especially ones with scenery that make is difficult to just rotate the coaster

A way to make a second grid that is temporary and have views for it in order to make angled track easier. Also an airtime count statistic would be cool

Posted October 15, 2019· Edited October 15, 2019

Wish 1 : A G Forces overtime Graph Panel inside the simulator (that just log the G forces from the seat we are currently on), And you can zoom in/out and move on that graph (with the scroll wheel I and left click guess? or buttons) so you can either see an overview of the full ride (or even multiple cycles) or zoom on a specific zone and see the more detailed changes on a smaller timeframe.
Basicaly just like the "Simulation panel" but instead of only seeing the instant result you get it on a dynamic graphic over time.
Bonus : Have the same inside the Editor under "Coaster Properties", but that time it's simply just showing the expected Gs from the G-Force comb on a graph overtime.

Wish 2 : Cable Launch option when you make a launch (with station/break block and it extrend to the directly following transport section obviously if any) and Cable lift option on lifts.

Wish 3 (much harder to make tho) : Give a way for content creators to create their own new coaster styles (with their own rails/trains/breaks/lift... all the details, even sounds and stations ?) and a way for players to easily add them into the game, so we don't have to bother with script and scenery object workarround. Basicaly a proper modding system (if you ever played games like Cities Skyline or Trackmania 2 you probably get the idea).
This idea could even be expended with mods for pre-fab support / support generator and much more!

Wish 4 (even harder ^^) : Structural calculus inside the editor.
Basicaly : you have a colored spline from red to green, that tells you if the thing you made can stand by itself or not based on the support work and the G force pulled on the ride (that are known since you can see it with G force comb).
For exemple : if your ride have no support, everything should be Red since it cannot stand flying in the sky, and if you place proper support everything should turn to green meaning your coaster can stand properly, but if you have spots where you made some bad support that can't stand or can't withstand the ride (because bad shape or too high Gs or both), that part would still show as Red/Redish until you made something good.
Obivously it doesn't need to be perfect taking everything into account (that would basicaly make it nearly a professional structure softward), just a rough simplistic calculus would already be more than enough to build realistic support without simply copying existing stuff and be like "looks good".

I hope my explanations are clear ^^ (and I'm well aware that wish 3 and 4 especialy are a hell lot of work to do, but these been my main wishes for ages so :D)

Posted October 18, 2019· Edited October 18, 2019

This is a rather simple one.

The minetrain/hyper track gauge is distinct from the looper track gauge, and if you're building an Arrow hyper with the Vekoma Minetrain style, it's a pain to find out that the switch and transfer tracks cannot disable planks. I hope that this feature can be implemented so we could have "proper" Arrow hypers with switch tracks that don't look janky.

Slightly more complicated regarding the Corkscrew and Mine Train styles, some more track tie options could be done - specifically the curved track ties Arrow used on all hypers after Magnum along with Tennesee Tornado and the thin ties used by Morgan/Chance. But that's a bit more complex than the planks thing.

Something that would be interesting to play around with would be some form of "optical zoom" slider. I know we already have the FOV slider but it's not quite the same

Posted October 28, 2019· Edited October 28, 2019

^I think another option would be a "no spine" option for the Vekoma mine train. A lot of Arrow mine trains have no spine on the track.

And of course, as I said before, a no planks option on switch/transfer tracks would be lovely for those of us who want to do Arrow hypers or minetrains :P.

GigaG posted on October 28th, 2019

^I think another option would be a "no spine" option for the Vekoma mine train. A lot of Arrow mine trains have no spine on the track.

And of course, as I said before, a no planks option on switch/transfer tracks would be lovely for those of us who want to do Arrow hypers or minetrains :P.

Good idea.

IDK how feasible this is, but I wonder if it would be possible to have G-force readouts for custom trains (or maybe flat rides also?). I imagine it would probably depend on camera orientation and where the camera is in relation to the track.

Hello,
is it possible to let also editor and loading park run on more than one core for one the next updates? For big Parks loading times can be very long (ca. 30 minutes for my big park with ca. 1GByte including all objects like buildings etc.) and editor becomes slow. Also generating wooden supplies and saving park file is long with a very big wooden coaster. It is sufficient when some functions are using more than one core: loading and saving parks, calculating wooden supplies and perhaps calculating graphics when moving around in editor mode, it would make it a lot faster.

Best regards

@ AndyW, so let me get this right. U wanna run NL2 and have an open park and installing an update ? thats NOT possible
But u can run NL2 with an open park and leave your park IN the editor and check for updates, so u don't have to close the park.

Switch off the sound that a coaster train makes on the the track, so u can't hear the wheels going from regular track to lets say a switch / fork or transfer table. (Comes very handy when u make a darkride)

@MrRC That's not what he's asking for at all. He's asking about NL2 itself supporting multi-core, so that NoLimits can use more of the CPU when being used, speeding up processes while using the program. Which granted I agree would be pretty nice but knowing the decisions made with this program's efficiency and ease of use, there is more than likely a very good reason why it doesn't have that support integrated now.

@AndyW, touching on that subject itself, most users only encounter significant slowdowns in poorly optimized parks anyway, and it's very possible to create high detailed parks that the average PC build can run at a decent frame rate. While it would make it more viable for complex parks like Cherry Bomb to be released, I can still understand why multi-core functionality isn't present, as unless parks are vastly unoptimized, it's not a necessity at present IMO.

Hello,
optimizing park will increase framerate in play mode, there are all cores used as i have seen in task manager. But for loading park or in editor mode only one core is used. Optimizing prak will not change loading time of park a lot because number of objects remains the same. I have a very big park with about 1GByte of 3D objects, most of them are buildings made by me with blender. Park has max. usable area of one square mile and 11 coasters, most of them very big. Loading park will not be faster if park is optimized, the number of 3D objects remains the same. Perhaps editor mode will be a little bit faster, but most difference i get when i switch off supports of the very big wooden coaster. It has a length of 7700m and starts at a height of 180m (but all drops are much less than 180m). Without supports of this coaster editor mode is much faster and you can work with it. Wooden supports generator need a lot of time, also freezing coaster and saving park file. It is the huge number of support beams (i think it can be millions of beams) that slows down editor mode and also play mode, it is difficult to optimize that... I do not know if loading and saving park file, wooden support generator and freezing coaster can be made using all cores, it can be diffcult to parallel algorithms for it. It would be nice, but if not possible using NoLimits is still possible. Making videos is possible (need a lot of time, but only once) and videos are running at constant framerate and are looking great. I am fascinated that NoLimits handles this huge park without logical errors and that there are no financial limits if someone will be crazy enough to build this park in real world...

Best regards

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