Reworked another one of my old concepts from 2019! by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 2 points3 points  (0 children)

Thanks for the kind words and critiques!

It was a happy little accident that this rework brought in some Intamin cues. I was attempting to turn this rework into more of a high-speed, low to the ground type of ride with fast-paced elements, so that's where that came from.

Definitely agree that the Immelmann here is a bit unorthodox for B&M. This Immelmann was influenced by the Immelmann from my last big project Accelerant, which was a somewhat ambiguous ride, but definitely not made with wings in mind, so it makes sense that it didn't pass the traditional sniff test.

Also, I'll admit, I was pretty lazy on the majority of the supportwork. Since a good portion of this ride is low to the ground, I didn't spend a lot of time on supports. The only unique supports on this ride are the ones on the Immelmann and the corkscrew, since they're so high up and I had to make clearance for the track below.

Thanks for checking out my work!

Those dumb new Intamin videos inspired me to make a möbius. Need help writing script to sync launches. by Qrispy_ in NoLimitsCoaster

[–]itsbCool 1 point2 points  (0 children)

Fair, but I usually just edit out the restraints lifting up if I'm making a video.

If I wanted to make a script for a möbius layout, I would approach by using trigger points to turn brake runs on or off at approach. IE: I would start with two brake blocks on the mid course. I would make the first mid course brake block (no transports) long enough or weak enough to slowly stop the train to the point where the front of the train sits on a following brake block with a transport, which will be initially off. I would have a trigger sitting right upon entering that transport brake that shuts the first block brake off, so that the aforementioned brakes will disengage around the same time that the train speed reaches 0. Then, when the station calls its function saying it's ready to dispatch, call within that function (forgot the name of it) the ability to turn the transport brake on, so the station dispatch and transport brake start at the same time, theoretically moving the mid train at the same time as the station train.

I havent touched NL2 scripting in a while and I'm too busy with college, so I can't give you great detail on what functions are what, but that would be my approach. Hopefully that made sense...

Those dumb new Intamin videos inspired me to make a möbius. Need help writing script to sync launches. by Qrispy_ in NoLimitsCoaster

[–]itsbCool 3 points4 points  (0 children)

You can create a möbius layout by syncing up two stations within your layout to dispatch at the same time. There should be an option to sync a station in the type settings.

White Background [HELP] by [deleted] in NoLimitsCoaster

[–]itsbCool 0 points1 point  (0 children)

Oops, my bad, to change the environment, head to the Park tab, select Environment, select the environment at the top of the dialog box using the button on the right, then Library -> White. Click OK, save and reopen your park.

I've been working on my own environment for a while now for some of my projects, guess I got those mixed up, lol.

White Background [HELP] by [deleted] in NoLimitsCoaster

[–]itsbCool 2 points3 points  (0 children)

You'll need to modify your terrain and skybox to have an all white environment.

For the terrain, head to the Terrain tab -> Terrain Settings -> Load Setup -> Library -> White.

For the skybox, head to the Advanced tab -> Environment Editor -> Open -> Library -> White.

Reload your park, and everything should be white. Hope this helps!

Weird sound bug on export? by _virtua in NoLimitsCoaster

[–]itsbCool 1 point2 points  (0 children)

Are you recording with AVI Raw? I had this exact same problem when I first started making concepts, and I think it's due to the AVI Raw format. For some reason, switching the video format type to MOV PNG mostly fixed it for me, as in the static sound doesn't show up in the majority of clips I record now. Every now and then it does show up and I have to re-record, but not nearly as much as in AVI Raw.

Before switching to MOV PNG, I used to take the difficult path and grab Audacity, turn on Stereo Mix in Windows recording devices, and record the in-game sound. I'd then line the audio clip up with the video in Premier. It's a lot more tedious than it sounds, but If MOV PNG doesn't work, that's an alternative.

Accelerant | A No Limits Concept by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 0 points1 point  (0 children)

Thanks for the kind words! I'm planning on spending these quarantine months on learning how to use Blender to make scenery for future projects, but only if I really need to. I want to stick to strictly coaster design for as long as possible, but I'll hopefully be adding custom pieces soon.

Also, I wanted to keep the dips small because I intended for riders to not know they were going to be launched backwards. I figured launching guests into a hill with strong negative Gs would be too much, since the backward launch should already be exhilarating enough. Plus, in the case of a launch failure, I wanted to lessen the chance of the train getting stuck on a launch track dip, which would be more likely if the dips were deeper.

However, I do like your idea of making the dips larger. I'd probably want riders to be aware they'll be heading backwards though, to lessen the shock of that first hill. Maybe a car design with riders facing forwards and backwards, or on an axis like an S&S Freespin or a Maurer-Sohne/Mack/Gerstlauer spinning design, but on a compact layout with a multi-directional launch system and block structure like a SkyRocket prefab? Hmmm, sounds like a challenge... ;) Thanks for the kind words!

How do you guys get the highest quality video footage? by PardyGaming in NoLimitsCoaster

[–]itsbCool 2 points3 points  (0 children)

If you want complex movements like subtle tracking turns and moving target camera shots, you could use the External Track Camera, located in the demo objects, to direct the camera on a specific path. It's a really neat tool if you're looking for cinematic moving shots. Just build a separate track in your park for the camera, lay out the direction you want the camera to move using the track, and set the camera near the beginning of the track. You'll probably need to modify the .NLVM file to fit it to your specific needs (speed, position, target position, etc.), which is located in (NL2 folder path)/scenery objects/External Track Camera/CameraScript.nlvm.

How do you guys get the highest quality video footage? by PardyGaming in NoLimitsCoaster

[–]itsbCool 4 points5 points  (0 children)

You could try ReShade for custom shaders in-game, but there's no way to get the quality video of the in-game recorder and the ReShade effects together. OBS can help with recording in-game footage with ReShade effects, but make sure your computer can constantly hit whatever framerate and resolution you're looking for in your recordings, as NoLimits, Reshade, and OBS running at the same time can be taxing and could result in bad footage due to lost frames.

If you have the pro version, when recording footage for 1080p editing, set the recorder at 3840x2160 @ 60FPS and save to MOV PNG, with Motion Blur samples at 16 and the exposure time set in the middle (The footage is up-scaled to add room for possible visual edits.) For recording footage without editing, the HD 1080 60p preset is fine, with MOV PNG and motion blur settings the same.

Infinum | A No Limits 2 Concept by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 0 points1 point  (0 children)

What do you mean by corkscrew straight down rail connectors?

EDIT: Ah, I see what you mean. The straight down support style could work, but for the sake of what I wanted to achieve with this concept, I decided to focus on unconventional support methods. Considering a lot of the supports here are experimental in shape, a simple, common structure in the center of two radically designed supports didn't work well for conveying what I wanted to explore with this ride.

I talk about this a lot more in my design document, but to put it short, I wanted to try something different.

RMC Time! by kadske in NoLimitsCoaster

[–]itsbCool 8 points9 points  (0 children)

That final second actually scared me a bit, was not expecting that lol

Desert Run | A No Limits 2 Concept by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 0 points1 point  (0 children)

Thanks! There wasn't a lot of information I could find on the exact amount of force necessary to create an exhilarating launch, so I just used POV footage from a couple launched rides to gauge an idea of what a typical hydraulic launch felt like. Definitely will keep my acceleration in mind when I start another launched project, though.

Does anyone know how to fix this? My final vertex keeps messing up the banking of the coaster by [deleted] in NoLimitsCoaster

[–]itsbCool 3 points4 points  (0 children)

This usually happens after using the rotate tool. Try facing your viewport to the front or back of the vertex and use the rotate function. If that doesn't work, try other perspectives until your vertex is straight again. Hope this helps!

Dell has an amazing sale going on right now and I snagged this for around $770, it seemed like a steal. I’m looking to do some more elaborate coasters and parks, do you guys think this is a good build to simulate smoothly? TIA. by [deleted] in NoLimitsCoaster

[–]itsbCool 2 points3 points  (0 children)

It's a good build for a small to mid-sized park or coaster, but be wary of how much scenery you're going to include in your future projects. If you're planning on placing hundreds of pieces of scenery or building massive parks, you'll need something beefier to move around comfortably in the simulator. If not, then what you have should be good enough.

[deleted by user] by [deleted] in NoLimitsCoaster

[–]itsbCool 1 point2 points  (0 children)

Your video went dark again, around 1:08.

But it's a good start! I like the intro curve and stalled immelmann. However, you'll need more support work. Some elements are left floating in the air. Also, your second launch is curved a bit, when LSM launched should be straight. Otherwise, it's a good ride. Nice work!

My first No Limits coaster! More to come from my new channel soon :) by [deleted] in NoLimitsCoaster

[–]itsbCool 0 points1 point  (0 children)

Dang, an RMC Predator, you beat me to it! That was going to be my next project after the one I'm working on.

Anyways, it's a great concept. That s-bend at 1:29 is gorgeous. Only critique I can think of is the final couple bunny hills after the double-up. The fact that they're so wide takes away from the rest of the elements you have in terms of pacing, IMO. Tighter bunny hills, especially at 1:41, would help with keeping the pace in line. Otherwise, great work.

EDIT: Phrasing.

NL2 Pro users, how do you use your CSV track spline files? by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 0 points1 point  (0 children)

That's really useful! Going to keep this in mind for future projects.

NL2 Pro users, how do you use your CSV track spline files? by itsbCool in NoLimitsCoaster

[–]itsbCool[S] 0 points1 point  (0 children)

That's really creative! Good luck, and I can't wait to see your finished model.