Official FVD (Force Vector Design) Thread
Does anyone have a link for fvd on windows? Also can it be used with the normal version of NL2? (I'm new to fvd)
Every single time I've put in roll to a coaster it won't go back to zero and it will just keep on rolling. Does anyone know how to fix it?
Anyone have an idea how to make a rmc barrell roll drop like twisted timbers after the chain lift please.
I will be apeciated.
Sorry I’m late on this. RMC is all geometric shaping, so you could shape the turn off the lift and a straight drop, then add the roll.
Sure I could try that technique
Hey! I'm trying to do a recreation of that god-awful B&M concept for Colossus at Thorpe Park (though slightly modified in order to make it less crap), but I'm having trouble creating a corkscrew over some track. Any pointers?

It might not be the absolute best way but I find something like this works well:

Basically have your normal G force reducing to around 0g at the top of the corkscrew. You need to get a lot of roll done in a short length of track so I use a cubic function for the lead in, then a period of constant roll change across the top of the corkscrew, then a cubic function with the same change in roll as the lead-in but negative, so you get back to a 0 rate of change of roll. I guess you could use the plateau function as well for similar effect but I find you get less control overall, especially if you want to go in to a turn immediately after the corkscrew or something.
I recently made an invert which has exactly that. Here's a ref, it's the same for sitdowns too.

Also some hints:
- The section before the corkscrew in my example exits with 26° roll, I recommend you also go into the corkscrew at an angle, a smaller roll angle results in taller and tight corkscrews, a larger roll angle results in a wider and flatter corkscrew.
- Already have a bit of roll rate going into it. In my example it's already rolling 50°/s before the corkscrew even starts
Now my example is a pretty wide and flat corkscrew so don't focus too much on these numbers, they're just what worked for me and might give you a starting point
how do i download the ingame fvd for fvd handbuilding?
Does anyone know what the FVD RMC Hybrid friction value should be set to?
Emonadeo posted on June 22nd, 2020
I recently made an invert which has exactly that. Here's a ref, it's the same for sitdowns too.
Also some hints:
- The section before the corkscrew in my example exits with 26° roll, I recommend you also go into the corkscrew at an angle, a smaller roll angle results in taller and tight corkscrews, a larger roll angle results in a wider and flatter corkscrew.
- Already have a bit of roll rate going into it. In my example it's already rolling 50°/s before the corkscrew even starts
Now my example is a pretty wide and flat corkscrew so don't focus too much on these numbers, they're just what worked for me and might give you a starting point
Where can I find this FVD++ theme? I didn't know it was possible to change the look of FVD++
So I have been working with FVD for a couple of months now, and I have noticed that when I import some of my coasters into nl2 and they are super shaky at some points. The coaster was perfectly smooth in fvd, but when I import it to nl2 and ride it in fly by track view some parts shake back and forth. Does anyone know why they is happening and how I can fix it?








Friction for NL2 is 0.010 m/m, apparently the pacing is accurate than .02 .03. (Update, I was told the the NL2 mass is at the center of rails than the train itself where it needs to be thus why I wasn't getting results I needed. I changed it back to 0.0313 m/m and add an invisible transport device to correct its speed.)
It runs so beautifully and so smooth.








Does anyone know how to make a (smaller sized) tophat, like Taiga or Velocicoaster with a force section?
Hey,
do you guys have any tips on how to get back to the station within fvd++?
Just Jay posted on May 8th, 2021
Does anyone know how to make a (smaller sized) tophat, like Taiga or Velocicoaster with a force section?
This may not be much help, but slow this video down to 0.25 and start at 0:09.
RicCoaster posted on May 24th, 2021
Hey,
do you guys have any tips on how to get back to the station within fvd++?
One thing that can help is to design a slight descending turn going back into the station. You can design up to the turn in force sections and then tweak the turn’s radius, angle, and drop in a distance based geometric section to get your final alignment
Just Jay posted on May 8th, 2021
Does anyone know how to make a (smaller sized) tophat, like Taiga or Velocicoaster with a force section?
You need to switch over to a distance based geometric section. The reality is that you really can’t design a slow top hat in a force section of FVD++ because the track path becomes very sensitive force inputs at low speeds and FVD++ doesn’t have the exact functional forms of transitions needed to make the geometric top hat shape. My advice is learn to use the “linear” and quadratic “blend in” and “blend out” transitions to allow you to switch between segments mid-transition. Harnessing the ability to switch between reference frames (i.e. force, geometric, time-based, distance-based) opens up the ability to make some really complex and nice looking elements.
I just downloaded the FVD++ .zip file from this link, but I can't figure out how to open it after I have extracted it. It doesn't show up when I'm searching for apps, and I get a message when I try to open the .PRO file asking me what app I want to use to open the file. How do I open FVD++?
Does anybody know/have a version (or a fix for broken versions) that works with recent mac updates? I downloaded the latest version from GitHub but it won't save any files and all the other versions I have found for mac (0.5, 0.51, 0.6, 0.7) go completely blank when you try to click any buttons within the program.
Hey, does anyone know how to fix this annoying jerk in some of the transitions?
The only theory i have is that it's because of the quartic functions, but which do i use instead?
https://youtu.be/tjGGdvo1PIk
That's the back pov, on f.e. the 3rd hill it is very visible
kepler posted on November 26th, 2021
Hey, does anyone know how to fix this annoying jerk in some of the transitions?
The only theory i have is that it's because of the quartic functions, but which do i use instead?
https://youtu.be/tjGGdvo1PIk
That's the back pov, on f.e. the 3rd hill it is very visible
Make sure you're using Quaternion Orientation on your Force sections. You can hit gimbal lock using Euler, although it's hard to replicate.
It may also be that your Segment Length when exporting is too small, or too large. I stay between 1.00m and 2.00m generally.
You could also simply go into the Editor and remove the problem Roll Nodes.
An image of those portions in FVD++ would be helpful too.
Side note, your valleys are pumping quite a lot. It looks like you're using a Cubic to pull up, then holding a constant g-force through the valley, then a Cubic to get back into the floater hill. I would suggest using a single Quartic and adjust the Tension value or use 2 Cubics and adjust the Center values until there is no pumping; you're looking to "widen" the graph at the valley, making the onset of forces smoother.
I go into detail how to do this in my guide: https://youtu.be/Er3BGltvb3c?t=644
FrankLeeMadere posted on November 26th, 2021
Make sure you're using Quaternion Orientation on your Force sections. You can hit gimbal lock using Euler, although it's hard to replicate.
It may also be that your Segment Length when exporting is too small, or too large. I stay between 1.00m and 2.00m generally.
You could also simply go into the Editor and remove the problem Roll Nodes.
An image of those portions in FVD++ would be helpful too.Side note, your valleys are pumping quite a lot. It looks like you're using a Cubic to pull up, then holding a constant g-force through the valley, then a Cubic to get back into the floater hill. I would suggest using a single Quartic and adjust the Tension value or use 2 Cubics and adjust the Center values until there is no pumping; you're looking to "widen" the graph at the valley, making the onset of forces smoother.
I go into detail how to do this in my guide: https://youtu.be/Er3BGltvb3c?t=644
I got it fixed, i think it was because the min. vertex distance in NL2 was the same distance that i exported with..
Thank you so much for making these awesome videos, those are really helpful for beginners like me.
Keep it up!
How can I download FVD?

Probably a strange question, but is it possible to export track data from NL2 so that it can be imported into an FVD file, and then be rebuilt in FVD as a new file? I need to be able to see the original track to solve for close clearance while I am rebuilding in FVD. Thanks!