Official FVD (Force Vector Design) Thread
I still have the version with return to zero. One place I find it helpful is after you've gotten as close to zero as you can get using normal methods. I'll put it on the following segment where the effect is imperceptible just to be sure it is 100% at 0. That being said, it can be really buggy.
Hey guys,
i started to work with FVD++. But after importing the track into NL2 I am not able to set supports. It's way to laggy.
Has someone the same issue or a solution?
^ Try hiding vertices and roll points, since FVD exports at such a high density of each. Also make sure you don't have the G force (or any) comb on, since I've found that it can lag my system quite a bit as well.
^
Thanks for your advice but the problem still remains.
Take a quick screenshot of your editor viewing the track when it gets laggy. You may not be sharing something with us that you don't realise is an issue (possibly).
Are you sure you are using a powerful enough computer? It might be just that your PC can't handle the 3d rendering I guess
That's the thing which makes me wondering. I have an Intel Core i7 5820K and a GTX980. Should be fast enough I think.
I'm using a similarly-powered system (i5-7600k and a GTX 1060), and I have had no problems at all running my parks. Even terra phase 3 had no problems. That is really strange.
even on intel integrated graphics, you shouldn't have issues there. Is it only when you import a nlem from FVD that you have this issue? Could be using incorrect version of NL (64 vs 32) or could use an update. What kind of B&M are you shaping there btw? I'm using a laptop with i7 and a mobile nvidia card, but usually just intel integrated when I'm not on a power source, and I don't have issues until I start adding scenery and terrain, but even then the issues aren't killer.
I tried a few things now and found out that my problem must be connected to the amount of vertices of my coaster. I tried to export the track with different segment lenghts.
I personally would like to use 0,5m, because it seems to be the most accurate. But then the problem appears again. Even if I create segments with a lenght of 2m, the problem appears after a certain lenght of track.
The lagging just appears if I try to move a support along the FVD++ track, or set other things on the coaster track like style seperator ... .
To confirm that FVD++ didn't cause the problem, i created a track with equal amount of vertices.
Edit: I use the 64bit steam version 2.5.3.4. My plan is to create a B&M launched Wing Coaster.
That's all i found out today.
I export with segment length of 2m. I don't know what others do, but my tracks end up very similar to the FVD file. I also use a smidge of track smoothening, but I'm realizing I don't really need to use it.
You can also place supports normal? Like if the Coaster was handbuilt?
Yeah I have no issue
Does anybody have tips to get back to the station and integrate a switch track or a double station in FVD?
Do the switch track or double station in NL. Leave enough space in the begin/end transport areas to link back up by hand. I personally use the pitch, yaw and xyz reading to link back up to station, but it can be tedious.
Hi, how can I solve this?
Delete roll nodes around the problematic elements
I also noticed if you run less to no track smoothening, these situations don't occur. Also, building in Euler tend to cause this vs. building in quarterion (sp?). But, what ^ said is the quickest easiest way.
How to build a B&M hyper hamerhead turn like diamonback at kings island ? I have a good layout.
I am trying to build a coaster using FVD++ after a few years of not touching it at all. Now, I am running into a big difference in lateral forces between the FVD values and the NL2 values when actually running the coaster. I know that FVD++ calculates values based on the middle of the train, but that can't explain a difference of >1G right after the first drop, on a train that is only 4 cars long. The forces at all places in the train in more than 1G lat off. Also, the speed at the location of the difference is approximately the same (< 0.5 kmh difference). Any ideas on how to solve this?

- Is the lifthill speed in NL2 the same as in FVD?
- Set the friction in NL2 to custom. Even if you don't have pro it will be at 0.03 which is the same as in FVD
- Use a high vertex density when exporting to NL2. Standard is 2m distance between vertices. I recommend something between 0.4 and 1m (I use 0.6).
Heartline issue? That was my first thought.
^
That was my first thought as well, so I thought I had checked that. It appears I did not. Thanks! (I forgot to set the spline position at heartline...)

I didn't use the "back to zero" for serious designs, but, despite its glitches, I found it convenient for playing around. Rolling 100% back to zero, especially after non-symmetric transitions away from zero, is difficult to do manually.