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Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

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      CommentAuthorZergei
    • CommentTimeJan 6th 2017
     
    NoLimits is filled with small things like that which annoy me ever so slightly :P ^^^
  1.  
    I understand that small issues can really annoy people, but complaining about them directly to the devs is probably 3x more annoying to them
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      CommentAuthorZergei
    • CommentTimeJan 6th 2017
     
    Well, you're absolutely correct! My apologies.
  2.  
    B&M Invert and Flyer lift sounds please, and maybe optional B&M roar?
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      CommentAuthorjpaufsc
    • CommentTimeFeb 4th 2017
     
    I still only want a bottom accented color style for B&M.

    Please?
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      CommentAuthorMrcrolly
    • CommentTimeFeb 4th 2017
     
    Honestly as of now one feature I'd really like (plus wouldn't be hard to implement) would be some sort of grouping for supports. It gets really tedious and out of hand when you're trying to customize wooden supports in a maze of red beams lol.
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      CommentAuthorintim305
    • CommentTimeFeb 4th 2017
     
    that could be very helpful^
  3.  
    ^^^^ Have you tried TCMs roar? I like it and you can change the variables to suit you.

    ^^^ Use the light pattern creator to make a beam (every so slightly poking out from the B&M box spine) in whatever colour you wish, material settings to match the spine and boom. Only issue would be transfer/switch tracks but I'm sure you can live without that?
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      CommentAuthorelement 115
    • CommentTimeFeb 4th 2017 edited
     
    wew

    wew


    B&M lift sounds and roar isnt too hard to do, this uses sounds taken from povs along with codes roar sound, the lift sound was added with a simple on board audio script.
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      CommentAuthorride_op
    • CommentTimeFeb 4th 2017
     
    Fun fact: the lift hill sound commonly used is a mix of a few different B&Ms at SFMM, so you're hearing a B&M lift in game. The general track roar is also created from recordings of, you guessed it, B&M coasters at SFMM roaring along. So again, you're hearing B&M roars too. It's been mixed a bit so it can apply to multiple steel coasters, but it's still B&M based.

    Note: all B&Ms don't sound the same, so your local B&M may not sound like my local B&Ms due to a ton of factors. So in one sense it's impossible to make you all happy and make all of the sounds used across a huge selection of coasters sound just like your impression of the one at your local park or the audio recorded by a mounted go-pro.

    We focus on getting sounds that can be used in a wide variety of situations as it's impossible to make everything super specific. It's the reason why we add generic, non-themed trains instead of a heavily themed train. The themed train can't be used across a ton of situations. Adding more variety of sounds helps to make different coasters sound different, though the last batch we included didn't make people that happy in all cases either even though we're using more accurate effects for the styles at hand.

    Not really ranting, just pointing out to everyone who doesn't think that some sounds are B&M enough that they are, in fact, B&M.

    -Ride_Op
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      CommentAuthorjpaufsc
    • CommentTimeFeb 4th 2017 edited
     
    ^^^ I know there are ways to achieve the effect, but I want it to be kosher. I'm assuming that the track color schemes are some sort of color map that would be relatively easy to change. In the meantime I'll just patiently wait for the devs to add the feature.
  4.  
    Posted By: ride_opFun fact: the lift hill sound commonly used is a mix of a few different B&Ms at SFMM, so you're hearing a B&M lift in game. The general track roar is also created from recordings of, you guessed it, B&M coasters at SFMM roaring along. So again, you're hearing B&M roars too. It's been mixed a bit so it can apply to multiple steel coasters, but it's still B&M based.

    Note: all B&Ms don't sound the same, so your local B&M may not sound like my local B&Ms due to a ton of factors. So in one sense it's impossible to make you all happy and make all of the sounds used across a huge selection of coasters sound just like your impression of the one at your local park or the audio recorded by a mounted go-pro.

    We focus on getting sounds that can be used in a wide variety of situations as it's impossible to make everything super specific. It's the reason why we add generic, non-themed trains instead of a heavily themed train. The themed train can't be used across a ton of situations. Adding more variety of sounds helps to make different coasters sound different, though the last batch we included didn't make people that happy in all cases either even though we're using more accurate effects for the styles at hand.

    Not really ranting, just pointing out to everyone who doesn't think that some sounds are B&M enough that they are, in fact, B&M.

    -Ride_Op


    I get that, but they actually really don't sound classic B&M at all. The transport tyres sound rather quite Intamin-esque, and myself and others really don't see how the coasters sound like B&Ms. Bearing in mind that these B&Ms are from one unique park that is in a rather hot climate, they sound far different than other coasters throughout the globe (see Air/Galactica, Gatekeeper, Nemesis Inferno, Krake) and that quite frankly, maybe you should record different sounds for each coaster rather than trying to generalise sounds. Different manufacturers have different track sounds.
  5.  
    I mean, the dev's do this sort of thing on the side. They cant really afford to travel out to places just to record a unique sound in nl2 that wont even be used by the majority of users
  6.  
    I'd love for the control panel to be a separate Window i can put on my 2nd monitor to control my coasters.
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      CommentAuthorKingRCT3
    • CommentTimeFeb 4th 2017
     
    My biggest wish with the sounds would be to make them react to the layout.
    I know, I know, Frontier has a giant team, time and money our lovely devs don't have... but dang Planet Coaster is so well done on that. You feel the airtime, the positive g, the jerks... All through sounds only. That is what make the coaster comes alive.

    Whereas in Nolimits, it's a constant wshhhhhhhhhh sound (I thought it was wind), that's very linear, especially when a coaster do not have a great speed variation (think about a GCI).
    One thing we could realistically ask for that wouldn't require that much work, is to be able to entierely mute the sounds from coasters. That'd be neat, and so we could uses custom ones such as Code's Roar.
    • CommentAuthorDelay
    • CommentTimeFeb 5th 2017
     
    ^Well, the sounds the train creates come from the stress the wheel and the frame is under. And that is dependent of the g-forces. And if the game "knows" what the gs are, it shouldn't be too difficult to make* certain sounds play under certain gs

    *make refers to the ingame implementation**. Recording the sounds is a different problem.
    **I don't know scripting, so if you feel like slamming you head against your table because it's incorrect, feel free to do so.
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      CommentAuthorride_op
    • CommentTimeFeb 5th 2017
     
    ^^^^^ Electric motors aren't unique to specific manufacturers. Wanna guess which coasters were recorded to make the current friction tire motor sound? Hint: B&M coasters on two different continents. See my original point about your local coaster sounding different. We would be happy to roam around the world and record coasters without people on them to form repeatable and re-usable loops. Anyone wanna pay for it? If not, we have to wait until we get sounds that apply to a lot of situations and are clean (no screaming riders or other bad sounds like rattling car bodies).

    Regarding sounds reacting to coaster movements, more to it than pure forces. Sound reverberates around the support structure and the surrounding environment. Taller supports (not filled with sound deadening sand) combined with strong forces will make more noise. Do the same maneuver at ground level with tiny supports and the sound changes. PC has a nice library of sounds which are played according to a number of pre-set criteria. But, like their peep animation on rides, it's not completely realistic and more patterns frequently triggered that show repetitiveness after awhile. We will want to do it right. Takes a lot to do.

    -Ride_Op
    • CommentAuthorTheBeatles
    • CommentTimeFeb 6th 2017 edited
     
    Matte track/support coloring options would be very nice to achieve a faded look on coasters (see: any steel coaster in CA).

    I think this would be a nice alternative to the rust "scabs" when setting a track to "worn".
  7.  
    Definitely strive to reach us out to us community members to collect our own recordings for specific coasters and then we can send them for their respective style.

    Who here has noticed that the chain run sound seems as if it came off a B&M invert and doesn't sound right with headphones? Some coaster styles like woodies, arrows, and schwarzkopfs have a noisier chain run sound in reality.

    For some reason, on North American and European/Asian B&M's, the idle hum of the lift motor sounds different. Is it due to the electrical systems?
    • CommentAuthorJAKool
    • CommentTimeFeb 6th 2017
     
    ^^Seconded. A lot of real coasters have a matte finish on them even if they aren't painted. It would be nice to have an option that isn't factory new but also isn't neglected for years.
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      CommentAuthorZergei
    • CommentTimeFeb 7th 2017 edited
     
    ^^^ I agree

    Edit: I'm recreating Batman: the Dark Knight @ SFNE and the paint has faded to matte, so there's just one example of where it would be appropriate
    • CommentAuthorMaverick78
    • CommentTimeFeb 12th 2017
     
    I really hope that someone will add floorless suspended trains for the inverted suspended swinging.
    Like "Dreamcatcher" (Bobbejaanland), "Vampire" (Chessington) And fix the swinging a little because the swinging is not going very well in NL2
  8.  
    Saving in editor with "Ctrl" + "s" please...
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      CommentAuthornolimiters
    • CommentTimeFeb 12th 2017 edited
     
    ^ They already explained why it's not used.
    Because Ctrl + s is slowly backwards too..
  9.  
    Oh yes, you could go slow.. Now I feel stupid.
  10.  
    I'd like to see 'blank' bodies for Wing Coasters, none of this X-Flight/Thunderbird/generic design shell, so we can have things such as The Swarm.
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      CommentAuthorTDeHart
    • CommentTimeFeb 16th 2017
     
    ^What do you mean by blank shells...? The cartexture itself?
  11.  
    Like, no shell design. Just the metal underneath.
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      CommentAuthorZergei
    • CommentTimeAug 25th 2017
     
    For the love of God and all that is holy, please add diagonal crossties for the two-tube track on the Gerstlauer spinner and bobsled types. I'm shocked they aren't there already. The three-tube track works great at times, but it's actually very rare for it to be used. Almost every one of their spinners or bobsleds use those crossties. It would be a fabulous addition to a patch or major update.

    I'd also like to thank the devs for creating the ctrl+s keystroke, it really helps to make sure that I lose no progress (I hit it every time I make a change)!
    • CommentAuthorMrRC
    • CommentTimeAug 25th 2017 edited
     
    Is it possible (with the next update) when having an Scene Object Instance Properties window (to change something) and when i use TAB to go to the next field and when i TAB the last field of that window, its loses focus and goes to the main program instead of keeping on the Scene Object Instance Properties window.

    Its so ANNOYING.
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      CommentAuthorHZGarfield
    • CommentTimeAug 26th 2017
     
    Ctrl+G for depump as if smooth operation in NL1
    •  
      CommentAuthorintim305
    • CommentTimeDec 3rd 2017 edited
     
    I know this has been said before, but the number one thing I really think should be implemented is a time comb and here's why:

    It would be easy to make
    the program already has a speed comb, so really the only thing that would have to be done to get this ingame would be translating that into time, which should be fairly simple (much easier than getting the G-force comb data)

    dueling coasters would be so much easier to make
    but no one makes dueling coasters, why should there be a special tool for the small number of people that do? this would just be a waste of the Ole's time
    if you say you've never tried to make a dueling coaster and gave up because it was so tedious going back and forth in the editor and sim to sync them up you're a dirty liar. Everyone has some cool ideas for dueling coasters and almost no one ever makes them come true, and having a time comb even if it wasn't perfectly accurate would make the process infinitely easier.
    sorry seth
    syncing effects and music would be much easier
    being able to see what time the coaster is at in the editor would make it much easier to sync music to elements in the ride without going back and forth in sim in the same way dueling coasters are difficult. You've all seen those amazing death coasters in NL1 that were synced to the music, this would only encourage those to happen more often

    but how would a time comb look??
    using colors on certain teeth(??) of the comb on second or half-second marks could show an easy visual indication of approximately where the train would be, and hovering over each tooth(???????) could show the actual time stamp in the same way the G-force comb shows the force at the bottom of the screen
    It would look something like this maybe?:
    https://gyazo.com/52a13bbad204af1d3f69fa5c8729f43d

    that's all I've got to say about that, I really do hope this becomes a feature in one of the next updates.

    also not on topic a few other small things I wouldn't mind being added:
    - hovering over a button on the sidebar (add vertex, add beam, insert vertex etc...) currently shows a small description of what the feature does, adding what the keyboard shortcut for that feature is to the end of the description would be very useful since I still don't know what all of them are since there doesn't seem to be a full list of them anywhere
    - keyboard shortcuts for the viewports and depump like in NL1
    -a wider and narrower FOV slider in sim, for ultra long distance screenshots and videos without having to use poster screenshots or recording at a much higher resolutions (and maybe even 360 videos if the fov can go that low????)
    -faster and slower sim speeds for super slo-mo and hyperlapse video (hyperlapse is easier in post production so it's not as essential)

    also I'd like to give a huge thank you for adding the ability to record video at higher resolutions than the current display in the most recent beta update, that was a feature I was really wishing for in the past and I'll definitely be using it in my next video!
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      CommentAuthorjpaufsc
    • CommentTimeDec 3rd 2017
     
    Bottom accented paint option for the B&Ms please. Thanks.
  12.  
    ^^Also it'd be nice for the minority of us that do dark rides :)
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      CommentAuthorZingo
    • CommentTimeDec 3rd 2017
     
    ^^^ Yes, yes yes, that is exactly what I need. That makes timing stuff and darkride so much easyier!
    • CommentAuthornSeven
    • CommentTimeDec 3rd 2017
     
    Can confirm that'd be pretty amazing!

    Nicely done guys - a wish list that didn't include the letters RMC!
  13.  
    Posted By: intim305r

    Posted By: intim305m

    Posted By: intim305c


    first sentence xD
    • CommentAuthorDelay
    • CommentTimeDec 3rd 2017
     
    ^^^^^^I think a problem with the implementation of a time comb is the distance from measurement to measurement. Speed, G-force and radius can be measured accurately (enough) with constant distances from "tooth" to "tooth". A time comb is not a constant measurement, since it's dependent of velocity.
    So, you have two choices:
    1. Don't change distance between measurements, but their time (makes low velocity readouts less useful)
    2. Change the distance and keep time at a constant difference, maybe 0.1 or 0.05 seconds (higher/lower teeth population depending on speed, high velocity readouts are less useful)
    Still, a time comb would be pretty useful. It's one of the important things NL unfortunately lacks.
  14.  
    I always hate posting in this thread because of the risk of sounding like I’m complaining. But something that would be hugely helpful, especially on larger projects, is a Section Plane tool. A way to slice the map in half and hide everything on one side. Or even a way to “hide” certain coasters or scenery quickly (without having to unfreeze a coaster and hide the wireframe for example). This tool would make working on projects such as Terra so much easier, as using the different standard views has become near impossible.

    Also, along the same lines, a way to hide footers in the standard views. For example, working on a terrain woodie, sometimes there are support nodes you need to access that are lower/behind footers due to height differences. And footers are so large and bulky when unfrozen, a way to quickly hide them without hiding the rest of the supports would be wonderful.


    Another thing I would suggest, is an improvement to the click and hold to drag option. Basically, right now you have to actually hover over one of nodes/selected items you want to move, making sure to click it while it’s selected and hold to drag. If you’re slightly misaligned with your click and drag, it just deselects everything. I think if you could click and hold, from any point, while things are highlighted it should be able to drag them. The current system makes it very difficult to work with supports in a complex fashion, especially in a bigger park, where moving anything is already delayed due to the high work on the system. Sometimes when clicking and dragging, the supports stay in the same location, but just rotate instead, it can be very frustrating.

    These suggestions would probably save me hours of work.
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      CommentAuthorintim305
    • CommentTimeDec 4th 2017
     
    ^the ability to hide footers would be very helpful for wooden custom supports even though that's not the biggest crowd. I've had some trouble with the click/drag thing as well, it is kinda odd how it seems to work. being able to hide a frozen coaster would be nice for performance reasons in big parks but i can't see it too useful beyond that. I've had an idea for a while for an extra side viewport that allows for a custom angle off the grid to view from with user input in a little box up by the viewport selection dropdown, could be useful for building and editing things off the grid in situations where the rotate tool wouldn't work. (being able to rotate the overhead view in the same way would be great as well for the same reasons)

    ^^
    I'd go with option 1 so the comb stays constant, put color indicators on the tooth closest to the integer so you can get a quick visual reference and then show the more accurate number on the bottom of the screen. (and although the time comb depends on the velocity, there's a speed comb already there so its just a matter of translating that into time between teeth)