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Also, it displays the value for roll degrees per second, under relative roll, but it would be nice to have a "go to 0" function (the value of the roll, not the degrees per second) so I'm not just eyeballing my roll to zero. Or even just displaying the roll value along with the degrees per second value even if you're using relative roll.
I am working as a technical draftsman and this is standard in almost every major CAD software. And since I am used to it, I have two monitors in front of me at home too. Also this is very common in gaming rigs today anyways.
For now I am helping myself with dragging the NL2 editor (with triple or double view layout) in windowed mode across both screens. But you have to readjust the view layout border in editor every time you leave it. Also you have to manually "fullsize" the window when starting the simulator and have to have the Windows title bar visible unless you enter the setup and change to fullscreen mode every time.
Wishfuk thinking would be to have two independent windows. In Editor both would be assignable a seperate view layout (for example single top view on left monitor and both front and side view on right one). Furthermore when switching to simulator only one window would change, while the other stays in editor, so you could easily select objects, verticies or support nodes. Although this is easily possible in current state with the prerendered 3D-view.
Additionally, could we also see a revision to the transfer table settings, allowing us to create a transfer section other than the original default, like multiple parallel rails on one transfer table (where "Number of Rails" identifies the rails on the transfer table, and "Number of Lanes" identifies the connected rails adjacent to the transfer table), or a vertical transfer table instead of a horizontal one? (The vertical one could optionally function as a drop track.)
Also, why can't you auto-generate wooden railings with steel catwalks on a "Hybrid Coaster" yet (especially on transfer rails), why do lifts not roll back when an anti-rollback isn't present, why do friction wheel and LIM/LSM lift hills function like chain, and why aren’t anti-rollbacks in the style settings instead of the lift settings? It's just so unrealistic, and NoLimits 2 is supposed to be focused on realism. The original NoLimits Classic had realistic performance on lifts. Why doesn’t NoLimits 2?
That's what I'd rather have than any new coaster styles or scripting engine/NL2MAT upgrades.
2. Also please enable a no water option whenever terrain goest below 0ft. I want to make an underground coaster without having to raise the entire terrain first :)
I love this game and will always love and recommend it!
I can see that almost all coaster manufacturers and styles are in the sim, and that's awesome. As the sim grows bigger and bigger, I would like to suggest the following coasters styles that I'd like to be added to the sim:
-D.H Morgan Hyper (Ex. Steel Eel, Superman El Ultimo Escape, Steel Dragon 2000)
-Premier Rides (Ex. Full Throttle, Electric Eel)
-RMC Single Rail (Ex. Wonder Woman Golden Lasso)
-4D Free spin
-Intamin Wing Coaster (Ex. Sky Rush)
Thank you!
https://gyazo.com/1f1c91d7c5a9017526cd449b7771fd50
Additionally: if we could tone the "glossiness" of the metal. Not a huge necessity.
Other material like fiberglass and transparent fiber glass, and actual trans glass for beams, (or give us water slides) and more varieties of nuts and bolts, with more flexablility benefits.
Could there a way to make tubes and other beams to act as cutout like virural tunnels for coasters? That would be cool.