NoLimits 2 Roller Coaster Simulation

NoLimits 2 Roller Coaster Simulation

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Motanum 23 AGO 2014 a las 8:41
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?
Última edición por Ride_Op; 23 AGO 2014 a las 15:50
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TinTin 19 NOV 2022 a las 9:48 
Some of these posts although great ideas would require a whole load of re-coding. from the outset NL has out performed all the other roller coaster applications that I can think of as of version 2 the graphics are way much better although (IMHO) I prefer the old editor :-\. That said, I have emailed with many suggestions, Ghost Trains, Log Flumes/water rides with real fluid dynamics, Island or Coastal Environments, Natural weathering of rides (rust , dirt etc.) fellow riders, park NPC's and since 2020, DirectX12 & RTX to make things even more realistic, but hey there is only one way to truly experience Zero-G !
TChapman500 5 DIC 2022 a las 14:40 
Please implement fixed time steps so that the simulation results do not change based on the framerate?

Fixed Time Steps
Currently, the results of the simulation depend on the framerate, which (in my case) can cause timing issues for things like interlocking loops. At a high framerate, the trains may take the loops at the same time. But at low framerates, the train taking the second loop may take the loop significantly sooner than the train taking the first loop.

This can be easily implemented while maintaining a real-time simulation.

ADDENDUM: This can also be implemented in such a way as to allow the user to decide the ticks per second either for the entire simulation, or on a per-park or per-coaster basis (or both). Note that the difference between 100 and 200 tps is probably not noticeable, while the difference between 100 and 50 tps may noticeably impact simulation results, especially on very long rides.

4-Seater Mine Train Coaster
This will make it easier to recreate mine train coasters from RCT 1, 2, and 3, which all have the 4-seater cars. Also, I believe some real life mine train coasters use the 4-seater option.
Asdric 6 DIC 2022 a las 18:27 
Yall should add an s&s sansei axis coaster cus I think it would look cool
COTWS 7 DIC 2022 a las 17:09 
I would love to see a Premier Rides Skyrocket Train update and a B&M 6 and 7 seater Mini Dive update in the future.
pvdv1988 18 DIC 2022 a las 3:09 
Well, it's been a long time they did an update and I can't see the developers making any comments on what's going on with new stuff. Maybe the developers could write a comment on the next thing?
DaMegaTaco 4 ENE 2023 a las 17:24 
Are there ever going to be new coaster types added? Like the RCM single rail coaster, S&S freespin &/or intiman zacspin, maybe even the S&S axis coaster, or possibly the S&S "thrust air coaster" like do-dodonpa. It would also be cool to see the heartline twist coasters that ride in the tube along a single axis or even the arrow prototype headline heartline coaster that never made it beyond the single prototype model. It's just been so long since there's been any major update and am wondering if it's because something like NL 3 is in production, which I wouldn't see why that would happen, or just that there's no effort being made to improve the software any further besides bug fixes and features like VR support.

Edit: Also things like high speed switch tracks would be useful, but I'm guessing that can be done with scripting.
Última edición por DaMegaTaco; 4 ENE 2023 a las 17:26
I'd love to see a nolimits 3 with a good visual upgrade and possibly also physics simulations with the wagons like irl does. Where it's not constrained to a set path/trail to follow, but the wheels are physics oriented where there will be wiggle with parts, woods creeking from pressure from wagon and so on, or hell, even desstruction system where if the train goes too fast towards a turn, the turn will break. Sorta like in rollercoaster tycoon :P
nathanttt 21 FEB 2023 a las 12:37 
I'd love to see previews of some objects that can be coloured & textured like coaster trains, coaster tracks, etc, so that players don't have to freeze the ride every time they want to test a colour scheme or an uploaded texture, as a programmer i don't think this would be very hard to implement. another suggestion would be to add custom cross-tie spacing, although that may be hard to implement.
Última edición por nathanttt; 21 FEB 2023 a las 12:39
Soko 22 FEB 2023 a las 6:46 
Publicado originalmente por nathanttt:
another suggestion would be to add custom cross-tie spacing, although that may be hard to implement.
Don't we already have that?
Greneey 22 FEB 2023 a las 12:24 
Publicado originalmente por Soko:
Publicado originalmente por nathanttt:
another suggestion would be to add custom cross-tie spacing, although that may be hard to implement.
Don't we already have that?
We do, its called "Tie spacing" and can be found in the segment style settings.
nathanttt 22 FEB 2023 a las 21:43 
Publicado originalmente por Soko:
Publicado originalmente por nathanttt:
another suggestion would be to add custom cross-tie spacing, although that may be hard to implement.
Don't we already have that?
i mean custom cross-tie spacing as in one cross-tie every 10 m for example, currently we only have lowest stress, lower stress, etc (preset distances).
GhostTornado 23 FEB 2023 a las 13:04 
Suggestion add intamin soft strap coaster setting that you can change the trains in the rocket coaster to intamin soft straps
gangbrain 1 MAR 2023 a las 8:56 
Please add invert y-axis option for mouse look. This should be a simple QoL change that would make the NL2 more accessible for users like myself that naturally prefer invert y-axis for navigation.
Soko 2 MAR 2023 a las 5:38 
I wish scaling size for inserting elements could be typing in a value rather than having to precisely slide a slider to the percentage you want, or maybe have both. Maybe even have some sort of preview (kinda like how the built-in FVD has a preview).
Última edición por Soko; 2 MAR 2023 a las 5:40
Kektecbleck! 21 MAR 2023 a las 14:09 
I would love to see multiplayer (people would connect to a host's computer where they are hosting the .nl2pkg file, and people could operate and/or ride rides during the cold chilly months of the off-season), and artificial people walking around the park. (Like CGW.) Maybe someone in the community can develop a queue system as well. Another idea would be physical panels that you could operate with and customize (kind of like Red's Panels and Operations) and physical hands for VR people to operate that panel with. Another thing; is player-locked doors for multiplayer operations. So some people don't sneak into places they shouldn't be in. I have a whole bunch of ideas, and I'm sure other people do too. I know they might not get implemented, but why not give it a shot? I would love to see people walking and talking around in all of the beautiful parks some of these people have created!
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