NoLimits 2 Roller Coaster Simulation

NoLimits 2 Roller Coaster Simulation

 This topic has been pinned, so it's probably important
Motanum Aug 23, 2014 @ 8:41am
The Official NoLimits 2 Suggestion Thread
Note from the Developers:
This thread is for everyone to post their suggestions on what they would like to see in NoLimits 2 in the future. Please use this as your central location to add your thoughts and ideas for the future of NoLimits. We may not be able to include every idea, however we do read everything. The best ideas will end up in the game especially if they are heavily requested. Post your suggestions, wish list items, and requests here! -NL Team


ORIGINAL POST
[Suggestion] Add Gizmos/Axis when moving or rotating vertices

I like to use the perspective view a lot because I can get better depth perception with where the track is going to be positioned in relation to the ground. However, I have no clue as to where the vertex will move because I dont have a visual representtion of the direction I will move the vertex.

http://puu.sh/b4AWo/9e7932f475.jpg

I recommend having some system like Unreal Engine has. Notice i nthe screenshot how it shows me the options to drag the objects around the world. And on the bottom left corner it tells me my World Coodrinate system.

http://puu.sh/b4B6Z/998d42e78b.jpg

P.S.
Also, why on Seven Hells is the vertical axis called 'Y' when I edit the coordinate points for the vertices?
Last edited by Ride_Op; Aug 23, 2014 @ 3:50pm
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Showing 556-570 of 715 comments
SirMaverick34 Jan 12, 2020 @ 11:00pm 
Perhaps a function to set the camera or ExternalRideView FOV through code. camera.setFOV(float value). That way we could change this value over time to do sliding FOV shots. Exaggerate size and speed in a cool way.
hfbldprince101 Jan 13, 2020 @ 4:20pm 
bestdani, if you were referring to me, maybe the ability to slide the time and the value separately so you don't have to worry about affecting the other (like FVD++) and the ability to save elements within the FVD... I feel like in some circumstances (haven't played in a while tbh, getting back into it) that you can't get back to where you were working in it, like maybe if you freeze the coaster and leave the editor to try it in the sim?

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.
UnKnOwN Jan 19, 2020 @ 10:17am 
I would like to suggest native Dual Screen / Dual Monitor support.
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.
TheHadouJHyrule Feb 21, 2020 @ 7:50pm 
Can we please have both wooden and steel rail styles on the "Hybrid Coaster"? Not all hybrid coasters use steel rails. Some use wooden rails. The only thing about both is that the transfer rails are always steel.

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?
Last edited by TheHadouJHyrule; Mar 6, 2020 @ 1:50pm
Soko Feb 22, 2020 @ 8:21am 
Originally posted by TheHadouJHyrule:
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.)

That's what I'd rather have than any new coaster styles or scripting engine/NL2MAT upgrades.
DasMatze Mar 30, 2020 @ 11:23pm 
What bugs me most about NL2 is the unrealistic spatial VR audio (I use an Oculus Rift CV1). When a coaster or something else that makes noise runs past you on your left side, the sound can almost only be heard on the left headphone side. Since there usually isn't much else that makes noise, it sounds unrealistic to me and kills the immersion.
Slenderman2324 Apr 24, 2020 @ 3:39pm 
1. Please make a terrain option where you can carve natural holes/caves/tunnels into the side of hills and cliffs.

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!
Sorkin1842 Apr 27, 2020 @ 10:41am 
Hello!
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!
GamingGuyYT May 7, 2020 @ 9:36am 
Originally posted by Slenderman2324:
1. Please make a terrain option where you can carve natural holes/caves/tunnels into the side of hills and cliffs.

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!
One question why would you want an underground rollacosta in theam parks you don`t see rides underground
Jibbsie1802 May 7, 2020 @ 10:48am 
Originally posted by 156 P.Campbell:
Originally posted by Slenderman2324:
1. Please make a terrain option where you can carve natural holes/caves/tunnels into the side of hills and cliffs.

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!
One question why would you want an underground rollacosta in theam parks you don`t see rides underground
i can think of a few for example to make a mine train ride or to add terain features to a ride like entering into a cave then see a giant dragon sleeping for example
nace888 May 11, 2020 @ 7:19pm 
Don't know if it was posted, but the key combos to change track type (once selected) would be nice like older versions... Don't know if it's in the current version, as I've not found it...
Xeronthegreat May 24, 2020 @ 10:46pm 
So I found out the 'No-Paint Metal' only works for I/H, Box, L and C beams, no tube nor footers, nor track connectors, it would be nice for them to have 'No-Paint' available for them. As you see in the demonstration they're both 'No-Paint' the footer shows it being coated in white while the beam is raw steel texture, same circumstances with what I listed in the beginning if demonstrated as well.

https://gyazo.com/1f1c91d7c5a9017526cd449b7771fd50

Additionally: if we could tone the "glossiness" of the metal. Not a huge necessity.
Xeronthegreat May 24, 2020 @ 11:14pm 
Oh! Do you think we can get half and quarter moon beams? Like an actual C bean with curvature and half of that?

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.
Last edited by Xeronthegreat; May 24, 2020 @ 11:15pm
Xeronthegreat Jun 4, 2020 @ 4:49am 
Able to change object file paths and replace.
J-Coasters Jun 8, 2020 @ 12:40pm 
There is one thing I've certainly wanted to see and was hoping for back when I heard that the wooden support generator was getting improved was the ability to make the support type steel. Im talking like the support structures on Hades 360, Voyage, White Lightning etc. I know that it's possible to change the supports through the support panel, but the process of selecting the structure supports and at the same time avoiding selecting the handrails, cables, and catwalks is an extremely slow and tedious process. The needed beam types are in the game (assuming that the L beams are the right size as the ones found on real versions of this support type) are already in the game. The ability to have a no paint feature on those beam types is also already implemented. Though, It would still be handy to have the ability to paint the steel structure to so we could do color schemes like Oscar's Wacky Taxi.
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