Official FVD (Force Vector Design) Thread
Can I have some help please !! I am building my first fvd coaster and because of that I choose to build B&M hyper so far. I Have a hard to figure out how to make a hammerhead turn.
This what I have. https://onedrive.live.com/?cid=0562281C53B93ECD&id=562281C53B93ECD!3926&parId=562281C53B93ECD!3914&o=OneUp
^Link doesn't work.
The hammerhead turn is tough to do, and I can't think of any that I've seen done well in FVD++.
My first suggestion is to lower the forces at the top and in the roll transitions. My second suggestion is to make an out-and-back hyper with an easier turnaround. FVD++ is tough to learn, and I think you'll learn a lot by making something easier and getting a feel for how to deal with roll speed rather than roll.
HI
I need help or some sort of theory about the banking and the normal force during a corner because every time I try the track does all sorts of crazy things like it continues to bank even if I use the quintic transition.
Could you provide some examples? Maybe a few pictures including the graph that shows your problem would help.
Note that FVD++ uses roll rate as an input instead of roll. This means if you want a constant amount of banking the graph needs to be at 0. It takes some getting used to, but it's arguably more powerful that defining roll.
Also check the orientation. FVD++ default is quaternion which means the roll is calculated as a relative to the previous calculation step rather than in terms of absolute roll. To think of an example, picture a loop of track tilted 45 degrees. At the bottom, the roll is 45 degrees but at the top the roll is 135 degrees. Likewise when the track is vertical, the roll is 90 degrees. However in a quarternion space, the roll doesn't change over such an element as. This makes sense if you think of going along such an element, the train would not roll one direction or another. So, from increment to increment, the roll doesn't change even though the absolute value does. You can change to a Eulerian orientation in FVD++ and then it does work in absolute banking.
As for making a flat turn with no lateral forces, use a quartic roll transition that goes from 0 up to some value and then back to 0 along with a cubic/quintic normal force transition from 1g up to some higher value. This will get you into the turn. You can then hold the 0 roll rate and higher g value during the turn. Use a quartic roll transition of the opposite sign (+/-) and lower the normal force to exit the turn.
^ just adding to JetPulse comment, if you use a quintic transition you will need another quintic transition to stop the track from banking. When you add the first one, let's say 60°, it means at the end of the transition the track will be banking 60° every second (1st second > 60°, 2nd second > 120°, and so on).
Get ready for the most whackadoodle ampersand you've ever seen.

Pretty sure that won't pass clearance :)
it doesn't look like your coaster even has enough energy to have an ampersand in the layout, especially when you have to make it big enough to accommodate for the wing trains.
The train enters it about 50 mph and totally does clear it but lcucu is probs right about the clearance thing. I figured it was worth a shot, though. I'll probs end up doing something else as a turnaround.
An advantage of FVD++ is the ability to control roll rate, not just roll. Those inflection points between the symmetric translations probably aren’t what you want. It’s (much) more difficult, but you ought to be able to improve your results with cubic or quintic transitions from low value to high.
Hey guys, I was wondering if there is any way to fix FVD++ for higher resolution displays? As it stands right now the UI is unusable. See the screenshot below.

^
https://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix/
Just change the file for FVD!
What should I plug in to FVD for B&M Wing (7 car) and Intamin Rocket (5 car) friction levels? Could someone perhaps produce a complete table showing the different values?
Hello, just got FVD++ today and for the love of god can someone help me make a MCBR??? I cannot for the life of me figure out of to make straight track with no banking from a force piece. I've been able to make a god damn hammerhead turn before I can figure out how to make straight track. The track keeps banking when I don't want it to. Are there any guides to help understand the banking?
Banking in FVD isn't absolute. The standard roll graph is based on degrees per second. So if the graph is set to 45 degrees per second, its going to rotate at a rate of 45 degrees per second of track. To make a straight section of track, you need to set the roll rate to 0 degrees per second and make sure the normal (blue graph) Gs are roughly at ~1 g because that's the Gs that you experience on perfectly flat track.
Edit: I also forgot to add that the track banking should also be level as well. So you need the track to be banked at 0 degrees, the roll graph at 0 degrees per second, and finally the Normal/Vertical G graph to be at 1 g.
I figured out my issue. I wasn't utilizing the proper types of roll curves. Is there an optimal one to use? I mainly used the quartic and quintic for the roll curves.
Cubic works for if you want continuous roll throughout your track segment.
So I'm having some really strange issues with exporting segments from openFVD to NL2. It's been years since I've done this, but I don't ever remember having issues like this. Can anyone tell me what I'm doing wrong?

The issues with this should be... obvious.

Also, my lift's pull up is shaped weird, and doesn't have the 2m sections that I told the exporter to use.

This is what it should look like.
are you exporting using the correct settings for nl2?
I think so? It's set to use the .nl2elem exporter with the correct heartline and friction values.
Sorry to double post, but I seriously need some help. This is becoming far too frustrating, and for the life of me I can't figure out what I'm doing wrong.

Now it's behaving even worse than before, just look at the station and lift. Oddly enough, everything from the start of the lift crest to the end of the loop is perfect when it was behaving badly before, but I haven't changed what I'm doing!

A closer picture of what's going on with the pullup to the lift.

These are my export settings in openFVD

As you can see, the lift is being weird, but everything else seems to want to play nice now.
You need to export every straight piece at one, then the curves (, followed by another straight)


is the speed correct vs how its shown in fvd? could be running wrong friction; or your transitions are too whippy to not generate lats.