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Official FVD (Force Vector Design) Thread

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Posted July 9, 2018· Edited June 4, 2026

Is fix speed in FVD++ important? I mean, I feel like I got to where it's late to fix the transitions if I fix the fix speed because fix speed has been on, the values are 22.369mph (10.000 m/s), except for force sections, they're turned off. Curve and straight sections has a fix speed, and thought from watching tutorials the person speaking said it won't really affect the track at all but then forgot to take note he said (except after).

And inserting an element into NL2, well as NL1, it's just one big track that hasn't have any finishing touch, like no dividers and such, with that said. I don't have to worry? It's a bit iffy for me to get a hold what they meant, now it's like ugh, I spent more than 2 weeks working on the track. It shouldn't matter though, right? I mean what is fix speed exactly, why does it drastically change the track shaping? Sorry for typing so much.

Also, how do I safely imported into NL2? It's a mess when I do so.

Posted July 9, 2018· Edited June 5, 2026

I'm assuming that the fixed speed is for the lift hill? If the segment before the force section is set to 22 mph then that will definetley affect the forces of the ride once you import to nl2. Any negative Gs will most likely become light positives, there will be more lats than intended and pacing is sure to be impacted by the slower speed. It would be better just to start fresh with the correct speed.

Posted July 15, 2018· Edited June 4, 2026

Um, so the post above my comment was about exporting, got that, export straights, then make another export that are curves after. Well I exported this straight section which is merely straight in FVD, but in NL2 its all funky looking. How so, and how do I fix? Also, how do I find FVD++ .79, or just the latest version?

Staff Edit: Embedded photo. ![](link to photo)

Posted July 21, 2018· Edited June 4, 2026

Say I made a Zero G Roll for example yeah, then I add a section where I add a slope --- because of course the after the roll is downwards --- so it's leveled and added a section where it's straight afterwards, but the slope after the g roll and the section after that slope still have some roll with it, like it's baking a bit to the right or left. Well I guess what I'm really asking as well if it's ever necessary to be exactly at zero with no continuous roll? It's ideal to have a straight section, I think I know how to do it manually which would be a lot of work.

Posted July 25, 2018· Edited June 5, 2026

Hi all! After my computer dying I wanna get back into NL2.

Never used FVD++ before, I mainly used Newton2 but watching some tutorials it seems to make sense.. Only problem is I only have a mac and I can't seem to get the latest version of FVD working, it just closes immediately, there's alot of links around, can anyone help?

Posted July 25, 2018· Edited June 5, 2026

^ Probably worth downloading one of the older versions and seeing if they work

^^ I've tried a couple of times, but never got it working fully. I expect I was a few compiler/library version changes away from getting it working.

Posted July 27, 2018· Edited June 4, 2026

Where could I find the latest FVD++? Also, does anyone know why there's problem with the roll nodes when exporting your track then importing it into NL2?

Posted July 27, 2018· Edited June 4, 2026

I'm so sorry about the spam, I do take in consideration if my post would be necessary to post. This is an add on to my comment which is right above me, here below is a link (Or four screenshots) I've provided to help me explain: This element I've made is merely butterly smooth in FVD++, but I have problematic roll nodes when it's in NL2, around half of the half loops where its either transitioning into the curves or exiting out the curves bottom half of it to the quarter half loop. Tried 'De-pump vertices', it didn't help, not sure if the 'New formula' would do so. Its settings for the export I've made after it's entry and before it's exit as one export and as .20 for the node spacing, .20 give's me the least problems for the pumps and the lateral 'laggish transition', makes smoother when it's imported into NL2, everything else is okay when exporting plus when exporting the track as .20, it happens to make it really smooth and it defines the tracks very nice too.

(EDIT: Testing it in NL2 and it goes fast that it looks and feels pretty smooth, did multiple test, still has that idie bitty crooked shape to it. .-.)

Thank you for reading and sorry again.

https://imgur.com/a/adMOV5p

Posted July 27, 2018· Edited June 5, 2026

Try deleting the roll nodes that are causing problems. .2 is very short segment length, so you should be able to delete quite a few without losing too much of the original shaping/roll. I would not suggest using the "depump" feature for this problem.

Posted July 28, 2018· Edited June 4, 2026

Mr_Sophistication posted on July 27th, 2018

Try deleting the roll nodes that are causing problems. .2 is very short segment length, so you should be able to delete quite a few without losing too much of the original shaping/roll. I would not suggest using the "depump" feature for this problem.

Will try again, but the first time I tried that it made the "zig zag" worse and defined.

Posted July 28, 2018· Edited June 5, 2026

if I remember correctly, FVD tracks are made at .5m segments so if you are exporting the track at .2 it might cause more issues. although i'm not sure if this is all entirely accurate its worth a shot.

Posted July 28, 2018· Edited June 4, 2026

Made couple test, like having that export as .4 to see if it would fix my problem, seems .2 gives me the least problem --- way smoother than 2.00 --- and happens to really define the track a lot.

Posted July 29, 2018· Edited June 4, 2026

Okay, so FVD in general with the pitch, roll and yaw won't cooperate again for me. Everything is in the folder, and thought getting 'OpenFVD-Master' would change, no it didn't fix the problem. What should I do? My patience is merely gone at the moment, I feel it's just me having problems. .-. :/

Posted July 29, 2018· Edited August 4, 2018

Ah that's super good. Reinstalling .77 the roll, pitch, and yaw works, buuutt has has somehow messed up most of the transitions of the coaster --- it's not even been touched, I just opened it, the force values are still the same --- that means doing it over again. In .79 still in its original form --- thank God, almost lost my mind with this damn thing --- but roll, pitch, and yaw doesn't cooperate still. I just want to know what's going on?

Posted August 3, 2018· Edited June 4, 2026

How do you make a flat straight section for a break run or a MCBR? More specifically from a hard turn like for example Raptor's final turn into the breaks.

Posted August 6, 2018· Edited June 5, 2026

if you want a snappy transition into the brakes just have a high roll rate, and to get the track straight, make sure normal force is at ~1g, and roll is at 0, then just add a straight section.

Posted August 6, 2018· Edited June 5, 2026

Hi there ! I was told that i should use cubic function for my roll instead of quartic, so i tried to see, but cubic makes the roll weirder and all kinds of weird things... What function do you guys use most of the time for your roll ?

Posted August 6, 2018· Edited June 5, 2026

You have to think of the cubic graph as one half of the quartic graph, it allows you to have constant roll that can be started and reset by a cubic graph rather than the quartic graph which peaks once and then resets the current roll speed to 0 again. I use a lot of different graphs but for roll I mostly cubic graphs with different timewarp parameters. They seem to be the perfect middle ground between having a lot of control over the roll while still staying fairly simple.

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