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Nick's NL Coaster Thread

I will complete the above projects... some day I will.

Anyway, here's a completely new one.

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It's a B&M Dive Machine, in the vein of Krake.

Some facts:

Height- 128 feet
Length- 2028 feet
Inversions- 1 (dive loop)
Other features- vertical drop (obviously), splashdown and I'll make some interesting tunnels- which I won't spoil at the moment
Max G's- 4.1, -0.2 (I know it should be 0, but too much effort)
Track Standard- very average

Hopefully this will be completed with a small park area, with a underground station (much more easy), with something interesting over where the tunnel after the drop is.
It will be the first Dive Machine to incorporate a Gerstlauer Eurofighter type train, with three rows of four, with four cars. This is because the throughput is plentiful (due to the amount of cars), and it's being purchased (cheesy RCT-esque back-story) by a small park.

Thanks for reading. :)
 
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I promise to finish this coaster.

Combined with the previous picture, you should be able to imagine what this coaster will be like. Currently, I've done about:

Track-100%
Supports-80% (flanges to come)
Landscaping- 20%
Park Area- 20%
Station- 0%
 
Supports flanged, and more fencing complete, I thought I'd show the layout:

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A basic view of the layout.

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This picture is from the queue-line.

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The lifts.

The ride will be transformed when I add some pretty flowers and trees- by using an custom environment- and a station in the middle.

Basically, for the ride idea, Gerstlauer copying Vekoma and introducing a family shuttle. Although they tried to try it seem like their own Bobsled a bit more. Therefore, they added some air-time, and some low to ground turns, and lengthened their trains.
 
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Pure madness. My thinking for the layout was "lets put in loads of mad and stupidly insane elements in, and have horrendous amounts of air-time and overbanks".

So a classic RMC hybrid then.
 
LOL, I'm never happy enough with anything to finish, let alone release it!

Here's a few more pictures for you all, although the layout is definitely not final, as it fails the tunnel test and I would like to tweak it some more. The drop, speed hill and the first two overbanks are final though. The rest, I'll have to try and think of something else.

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The drop, curving all over the place.

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The first overbank, with a fairly rapid transition coming out of it.

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A second, lower overbank.

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There are a couple of hills, before this double down.

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The (possible) ending.

As I said, the layout past the second overbank will probably change, but I like the ending. The layout is quite short, basically because I'm very much in favour of the short and well-paced coaster. Will probably not make a project out of this, but will try and finish it. I've got a B&M Hyper with about 75% of the layout figured out, and the family coaster below.

Anyway, thanks for looking.
 
Looking good! Are you theming it as well? I found that trying to line the imported 3D track up was quite tricky (scale and position), but it looks like you've got it spot on!

I'd have made one too, but I made a first drop, took a screenshot and never went back to it! :p


:)
 
BigAl said:
Looking good! Are you theming it as well? I found that trying to line the imported 3D track up was quite tricky (scale and position), but it looks like you've got it spot on!

I'd have made one too, but I made a first drop, took a screenshot and never went back to it! :p


:)

I didn't create the the 3D rails, I just took off the rail texture by creating my own environment. :)

And about theming it, I would like to, but I can never design a station properly. I can do paths, railings benches etc. out of supports, but I'm not an architect- ie. I've got no idea how to make a good looking building.
 
Ah, that sounds a lot easier than what I did! :p How do you make environments?

Also, you could just take inspiration from existing buildings if you aren't sure on how to make something from scratch?

:)
 
Here's a very quick tutorial:

Screenshot2013-01-21at141348_zps6ed8cbe2.png


Firstly, you need to get an image with a completely blank texture- just search for one on Google.

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Then you need to open a text editing application- they'll be one for Windows, but I can't quite remember the name.

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Then, you can copy and paste one of the existing environments into this document, or leave it blank to make the default. Some people create sky boxes, but these are ridiculously complex, and don't look too much better than the standard.

The last line is the important one, and from there you insert what's written, and give the path for the blank texture file.

There's lots of other things you can do in an environment, such as change the size of trees, change support textures etc., which can be found here:

http://forum.nolimits-exchange.com/comments.php?DiscussionID=697&page=1#Item_0

Screenshot2013-01-21at141503_zpsdca7c3cb.png


Finally, you need to save as an .env file, and leave it in the environments folder.

Upon opening up the simulator, click go to the main menu and select environments, before clicking on the file name for your environment.

Simple.

And about the buildings, I would, but I'm such a perfectionist and hate square huge buildings (so just like SW7's station). Anything that looks bad is not tolerated, so I never finish anything. I'll try and make a really simple rectangular station with this, and try and make something appealing with the roof. I've got a couple of great ideas for the park area as well.
 
I've finished the layout, and I like it. The first half is mainly high intensity, rapid turns and- of course- overbank, overbank, overbank. The second half is mainly slower, and calmer, but will be a more sensual experience. I've given it a huge number of headchoppers, smooth turns and pops of air-time. I'll try and make it like what's shown in the plans below, but I'll have to try and figure out how to do some of it.

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The masterplan of it all, showing my intentions.

Now onto the rest of the layout:

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After the second overbank, we have a third overbank...

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...and then obviously a fourth. :p

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Moving to the second highest point of the ride.

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Which dives below the supports here.

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A quick speed hill, before a turn and a twisted air-time hill.

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And then a turnaround.

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And another turnaround.

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A final hill before this dive under supports.

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A couple of overviews.

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And finally, a question, does this seem a long enough break-run when the train hits it around 40MPH? I don't think so, but it stops fine at around 1.3 G deceleration and I can't really have a much longer break run.

And now I need to do some homework. ;)
 
Anyway, I quickly gave up on the plans above. :p

Here's the coaster, for anyone who wants it:

http://www.mediafire.com/?gu7udg3a7kvdn

In the link, there should be three files. Download them all, and for the folder and the file with .env after it, they need to be put directly into the environments folder, which will be inside the No Limits application file. The track file does not need anything to be done to it. Then, when the NL Simulator is opened, you need to go to the main menu and click on environment. From there, select the RMC Woodie environment, and enjoy.
 
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Hmmm... that's a strange looking inverted coaster.

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What could this be?

Hint- I'm waiting for something before I can do this.
 
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I have a feeling I made this element earlier for my 4D wing coaster design! :p



This looks great! There aren't many dueling coasters around so I look forward to seeing it completed! :) Is this a duel between a flyer and an inverted or have you also designed a 4D? :p
 
As I said earlier, I can't make this coaster for a while- it's very much in the planning stages. You must be able to guess what I need for it to be made properly. ;)
 
It's been a while and, although I don't have any finished coasters, I just thought I'd post a few ideas I've got:

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Just a bit of playing around with FVD++, really, although at some point I will finish an Intamin hyper coaster. And, two of the pics are hand-built, and two are FVD. Can you guess which is which? :p
 
I'd say the top one was FVD'd. Your dueling flyers look mint by the way! Just maybe turn the colour saturation down a lottle.
 
Bear said:
I'd say the top one was FVD'd. Your dueling flyers look mint by the way! Just maybe turn the colour saturation down a lottle.

Correct.

And the duelling coaster is meant to be a plan that I have to wait until NL2 to come out to do, as it will require two tracks and the B&M flying coaster. The red will be an inverted coaster, and the blue (now green) will be a launched flying coaster. I will also make use of the underground tunnels, and the red side will represent lava- and be mainly underground- whilst the green will represent the earth, and will hug the ground. Should be kewl.
 
I'm really starting to get into FVD++, and I'm starting to get some respectable shaping out of it. Here's something I've been working on:

After a 30 MPH launch out of the station, it dives down low, before going through a zero-G, and two hills.
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After the second hill, it goes into a 62 MPH launch, and then goes through a sort of top hat thingy.
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And then another zero-G. :)
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A helix and a hill finishes what I've got so far.
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Thanks for looking. :)
 
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