The "What Did You Just Do In NoLimits" Thread
here's my first RMC
please tell me what i could improve on layout wise.
^ I might put in a little bunny hop on the lift hill approach. Otherwise, if I am going to get picky, there are too many inversions on this coaster. I would suggest making the third inversion under the lift hill just be a simple airtime hill.
Also the drop goes in the opposite direction of all RMCs, but I kind of like it. It is just going to be a sticking point for many people I would guess.
^^ I'd also say that the stall is a little slow, the joker stall rides quite quickly iirc, and AI agree that there needs to be fewer inversions and more airtime.
Also, the brake run should be level.

https://i.imgur.com/ykkbNLS.png
https://www.youtube.com/watch?v=Zuy_3ELmlfk&feature=youtu.be
Going for a new-gen hyper vibe. How'd I do?
Finally released paragon. Its been inactive for months now, and after talking with some people its beyond optimising at this point. However, I do still want people to download the park and look at it if they want to, so I put up all the versions of the park that I had on my PC that were waiting for release

And with that, its time to bid farewell to this project for good. Was fun to work on with iSatnav and Element115, and also thanks to all the people who helped us get to Roundup 200
Christ that was a wild ride. I hope people with NASA-sized computers enjoy the fruits of our labour, I think its quite good.
^Layout and shaping looks awesome. That video was actually fun to watch start to finish. Cool stuff
^^^ Very cool, the layout is great and especially the nice environment was a nice pleasure! It was not running that terrible bad on my not high end computer, enough to enjoy it. But it left me a bit wondering what's causing the performance problem inside it since the structures and building don't appear as if they would be that complex and high poly.
bestdani posted on March 7th, 2018
But it left me a bit wondering what's causing the performance problem inside it since the structures and building don't appear as if they would be that complex and high poly
Its mostly the trains. When element115 made them he didnt really know how to model optimally. Each train has an estimated 1.2 million poly, and due to the nature of how they were made in sketchup they are near impossible to optimise. Other things would be the amount of background tree objects, the road object and the 4k textures on some areas
I'm actually pretty curious as to what that "Paradigm" project really was as it seems that that might have actually been another NL project in the works. :)
Paradigm was one of Element115's attempts at a custom launch coaster, but was unfortunately abandoned due to him not checking lateral forces on the outer seats. They were WAY beyond atsm standards. It was worked into the story as a bit of a homage
Adding onto the horrible performance of Paragon is my often rushed modelling in the main building and heavy use of translucent textures coupled with my woefilly inefficient modelling style. Even then, the entire station complex has less polys than one car of the train...
A small video of my Meshuggah concert lighting project
Still heavily WIP
Is that a robot arm mine ride coaster?
no. its a poler coaster.
Thought I recognized it.
I am fixing up Slalom's old NL2 swinging coaster.
Nice job on that. I like the setting, the name, and the ride is great as well.
I do really like the layout, great pacing, airtimes,... If I had to think about one wrong thing , I would go for the banked turn at the top. You should have made it unbanked. But anyway, the rest is fine. Good job!
My Cavazza Diego coasters and china fun punishment bumper car progress.




Testing around with ENV settings again, trying to find a balance between too dark and too light