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  #121  
Old 04-09-2006, 01:03 PM
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Hi, I just got a new computer (iMac intel core duo) and now when I use the NoLimits simulator, every time the car goes 40+ MPH, the screen shakes like I am riding SOB or a SLC. Does anyone know why and how I might be able to fix this? Thanks!
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  #122  
Old 04-09-2006, 01:07 PM
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Hmm...have you tried turning off the option Shake view? I am sure in the Mac version there is also a help on the controls. In that window you should find the key for turning off Shake view.
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  #123  
Old 04-11-2006, 06:11 PM
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^ Thanks, that worked!
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  #124  
Old 04-12-2006, 04:15 PM
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^...?...huh
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  #125  
Old 04-12-2006, 05:20 PM
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I don't know.
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  #126  
Old 04-15-2006, 08:30 AM
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Could someone show me how AHG works? the readme is terribly confusing for me!
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  #127  
Old 04-15-2006, 10:19 AM
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Find out of fast the ride goes in meters per second right when it leaves the chainlift or LIMs, and how out how fast it goes in meters per second when it hits the brakes. Put the starting speed in V In, and the ending in V Out. Enter the value of the heartline for the train style you're using, tell it how many vertices, and adjust the filter. A higher filter value will make the transitions smoother, but if you set it too high, the banking will be so fluid that the ride doesn't properly bank.

As for the spines, in the editor if you make the spine black it will force the spine to be bankd in that area to whatever banking you set. This is goof for making air hills as usually the program makes them upsidedown at the top. Green before black indicates to make a gradual banking into the black, and red is a gradual banking out of the black. White means nothing. You have to experiment to really get the feel of it. Something you don't need the green or black, other times you only need 1 or both. The AHG is very trial and error based.

Also remember that the AHG is not generous. You put in bad trackwork, it gives you back some bad trackwork.

I'm not an expert at the program, but it what I've done from my experiences.

Last edited by Matt M; 04-15-2006 at 10:23 AM.
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  #128  
Old 04-15-2006, 10:43 AM
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You have the Green and Red backwards. I tend to use the green and red before and after all of my black segments because it ensures the smoothest possible transition. Takes more guessing out of the equation.

Here is a tutorial, step by step, on how to use the AHG and create a heartline roll. This can be applied to any part of any ride.

http://www.coastercrazy.com/forum/to...08&whichpage=2

Just remember:

Dont try to AHG before your lift. Select all of your track from block to block. So, if you have a mid course brake, select the track from the end of the lift till the brake (not including the brake). Put that in its own editor and save it - then use that to AHG.

If you have any part of the track which will be past 0.0 (like -0.1 or greater) the spine much be black.

If you have an area which you want YOUR banking to stay, use black.

To get correct values go to http://www.nolimitsdevcenter.net/calculator and scroll to the very bottom. Its a conversion and in the drop down is a conversion from mph > ms.

Input those correct values into the program (Sometimes I add 1 to each value for safety so it doesnt valley), make sure your color codes are correct and then from there its just alot of trial and error.
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  #129  
Old 04-16-2006, 05:05 AM
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So the AHG calculates the speed in each section and the proper banking for zero Lat G's, if I understand correctly?
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  #130  
Old 04-16-2006, 11:56 AM
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Quote:
Originally Posted by Real
You have the Green and Red backwards. I tend to use the green and red before and after all of my black segments because it ensures the smoothest possible transition. Takes more guessing out of the equation.
Hehe sorry I failed. No idea what I was thinking then. COuld have sworn the tutorial said green first, then red.

Quote:
Originally Posted by Erik Leppen
So the AHG calculates the speed in each section and the proper banking for zero Lat G's, if I understand correctly?
Yes, however sometimes you end up with unplanned flips or REALLY fast transitions.
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  #131  
Old 04-18-2006, 09:39 AM
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I 've tried it and still don't understand and how does the color coding work?
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  #132  
Old 04-18-2006, 05:28 PM
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Did you use my tutorial? Its step by step.
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  #133  
Old 04-23-2006, 09:53 AM
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Does anybody have tips for building diagonally? Whenever I do, the track is always slightly bent off. I though of saving what I want as an element after making it in an easier view, then inserting it at the diagonal point. Is there a better way to do this?
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  #134  
Old 04-23-2006, 10:05 AM
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You could rotate the entire ride using one of these tools from this page:

http://www.nolimitsdevcenter.net/toolbox

Also a good site to host progress pictures.
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  #135  
Old 04-23-2006, 10:53 AM
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There are lots of tools there . . . so which one is it? I don't see any that say they do that. Is it the construction kit? If I knew that a tool existed to rotate the ride . . . I wasted tons of time all along.

Last edited by medusa548; 04-23-2006 at 03:24 PM.
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  #136  
Old 04-23-2006, 11:45 AM
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Quote:
Originally Posted by medusa548
Does anybody have tips for building diagonally? Whenever I do, the track is always slightly bent off. I though of saving what I want as an element after making it in an easier view, then inserting it at the diagonal point. Is there a better way to do this?
What I always do is place a very long horizontal support beam right over where you want your track to be, this is always a straight line and then you can align your track right on top of this line (all vertices and handles on this line) When finished, remove the support beam.
I used this technique a lot in my newest coaster, which I yet have to upload.
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  #137  
Old 05-04-2006, 02:34 PM
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I also want to build diagonally but i don't know what program i should use? i know its at NLDC but which one?!
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  #138  
Old 05-04-2006, 02:58 PM
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Program? Why need a program to build diagonally :P
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  #139  
Old 05-05-2006, 04:14 PM
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Cause its too hard! your support beam helps, but it doesn't give the perfectly smooth vertices!
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  #140  
Old 05-05-2006, 04:17 PM
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Use 3D view.
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  #141  
Old 05-05-2006, 04:18 PM
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What I do is first make the section that needs to be strait using the grid, I save this section as an element and then insert this element where I wanted it to be.
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  #142  
Old 05-06-2006, 05:49 AM
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Quote:
Originally Posted by Emann
What I do is first make the section that needs to be strait using the grid, I save this section as an element and then insert this element where I wanted it to be.
Could work, but what when you have to build compact ride and get rid of collisions?
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  #143  
Old 05-06-2006, 10:30 AM
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Trial and error?
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  #144  
Old 05-07-2006, 09:41 AM
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I Just wanna thank Matt M and Real for helping me understand AHG and i must say its quite eassy and my coasters are a blast! I'm going to upload my latest creation with AHG, so check back at Speedzone for BANSHEE.
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  #145  
Old 05-19-2006, 01:12 AM
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Hey, I want to know how some of the rides I've downloaded have 3000km speed on transport sections. I thought the limit was 200km
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  #146  
Old 05-19-2006, 03:39 AM
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There used to be a tool called Power Tweaker. I don't know if it's still around, it is now part of the registered ToolBox. Anyhow, with that program you could set values of all track types to any value, like launching to 99,999 km/h with 5,000 G was no problem.
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  #147  
Old 05-20-2006, 03:43 PM
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Can you adjust the height as well for creating a realistic KK?
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  #148  
Old 05-20-2006, 04:02 PM
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What do you mean? The height in NL is limited to 492.13 feet, which is well above the maximum height of Kinga Ka.

If you want to build higher than that, you can't. The template size in the editor can't be changed.
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  #149  
Old 05-23-2006, 09:50 AM
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So if some park should bring out a record holder (Fantazy Land...) we won't be able to recreate it!?!
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  #150  
Old 05-23-2006, 04:22 PM
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Quote:
Originally Posted by Worm
So if some park should bring out a record holder (Fantazy Land...) we won't be able to recreate it!?!
If this record holder goes above the NoLimits height limit*, no then we can't recreate it. Not on 1:1 scale at least. Officially we can't even recreate KK because it is 206 km/h while the Editor can handle 200 km/h as a maximum. A tool is needed to set the launch value to 206 km/h.



* Indeed, a NoLimits limit.
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