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-Ride_Op
*** This post was edited by Stoogemanmoe on 10/14/2001. ***
BrandonR said:
Scream Machines is nice but No Limits is MUCH more realistic and similar to what real professionals use. It has many more features and options that's too advanced for some people.
Forgive me, but have you seen what real professionals use? They use something like AutoCAD or Pro/Engineer, and a spreadsheet. That's it. They don't need any sort of fantastic three-dee razmatazz editor, 'cause they're concerned with the reality of coasters. . . not a game.
As far as approximating the realism of this process, both No Limits and Scream Machines are a bit far off. . . but, of course, I'd think you'd agree that playing with a spreadsheet isn't too much fun.
No Limits possesses no options that I can think of that SM does not. The editing style of each is a bit different, but their underlying skeleton's are nearly identical. Both simulators use bezier curves for the track layouts.
Actually, I think No Limits is quite a bit *less* realistic because of the arbitrary ways in which control points are placed. Of course, I can use No Limits grid for placement, so the possibility of great accuracy is there. . . but, I just happen to prefer the data that Scream Machines displays on the screen.
But, my point is that they're both essentially the same. The deciding factor seems to be in which editing style someone might prefer. . . but, to say that either game possesses advanced editing features or stuff like that is a bit misleading. It's all just a matter of personal preference. . .
But, please, for everyone's sake, don't talk out of your. . . well, you know.
~ Michael ~
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
Perhaps I wasn't explicit enough, as I tend to get that way when people make sweeping generalizations and uninformed comments. Perhaps I'm a bit guilty of that myself.
I simply meant that coaster companies design rides mathematically rather than arbitrarily as we do with these games. I think we'd all agree that every company works this way. Of course, a CAD program of some variety is an industry standard. Though I've never worked with coasters, AutoCAD and Pro/Engineer seem to be the running favorites. I'm sure the companies all have some custom software that analyzes track stress and such.
But, generally speaking, they don't use games, or 3D modeling software. In that respect, it's still not fair to say NL is superior to SM because it's more akin to what a professional might use. I apologize for my poorly worded statement.
And, for the record, which special are you talking about? I think you might referring to the one I caught half of, 'cause I didn't get to see anything about the actual planning. . .is this the special with Lightning Racer and SD2K?
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