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This is my first project in NoLimits 2 and I wanted to create a ride that would dominate the skyline and appear intimidating tothose down below. I plan to add scenery and possibly some surrounding flat rides. Here are some pictures of the ride so far:You can probably tell that I was having a bit too much fun with the poster screenshot feature. There's still a lot of work to do,including a custom station, pathways, a queue, etc. Please keep in mind that everything you see is all a major work in progressand may change over time. As of right now, I'm satisfied with the layout and colors. I'd love to hear some feedback and/or advice!
Posted By: I305I've taken the time to ensure that each rail connector is placed between weld spots on the track for that extra realism.
Posted By: TheFlyerMan1I don't quite like that double Immelmann combo - it seems too Eurofighter-y for a Dive Coaster, plus due to air resistance in real life, that train would lose a crap ton of speed. That's why you only see one large element, an Immelmann, on large dive coasters before rising up, usually into a helix, which then goes into the brakes.
Posted By: JetstreamCoasters^^just to make life easier, anywhere you place a style separator, a track separation will appear. So hypothetically you could manually split up your entire track
Posted By: zampanoI like the double Immelman. Also I would ignore the argument about the air resistance, cause NL2 does have it's own friction values etc. that are meant to get the train behavior as close to the real ones as possible, so if it works in NL2, it works in NL2 (and most likely even in reality). As long as there is nothing obviously wrong, why bother to think about the presumably tiny difference in air resistance? And what do you want to do about it? Add invisible magnetic brakes? Come on..
Posted By: element 115You beautiful person.
Posted By: KingRCT3...be sure that every bolts and nuts are accessible, which doesn't seem to be the case down here (but maybe that's the angle)...Heck, I see you made some I-beam supports, which is a great detail!
Posted By: COASTERGUY246But moving it higher would probably make it stall by your logic because of the phantom air resistance. Its fine to say you like/dislike something, but if you try to back it up with illegitimate facts then its a problem
Posted By: COASTERGUY246@flyerman You do also realise it drops down below ground level after the MCBR... you can see the terrain alteration on the entire second half
Posted By: JetstreamCoasters@I305 does the coaster make it all the way to the final brake run after an estop on the MCBR?
Posted By: ZergeiThis coaster looks absolutely fantastic! I adore the attention to detail (I'm very into that myself), and it really adds some life to it!
Posted By: element 115On the topic of air resistance, you do realise nl2 simulates it right, if you look in the friction settings there is an air resistance factor.