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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"
Not only am I positive it's not a code problem (I've smoothed nearly all vertices on an extrememly high speed coaster), I have determined what the problem is, which is basically, whenever you're in a 2-D view, and move the control points in those 2 dimensions, that means your also moving it in along the third dimension, unless your track happens to be normal to any of the three x,y,z planes at that vertice. The upshot of this is that, you will almost never get a perfectly smooth vertice by adjusting them in the 2-d views.
So, here's what to do, go into the 3-D On-Track mode and move til you're at the section you want to straighten. Click on the vertice, then while still in 3D mode, move the handle to make the straight Control Line parallel to the track at the vertice.
Ride-Op, if Ole's interested, I could explain to him a fairly simple mathmatical way to make it easier for users to make smooth curves in 2-D views. I just need a little time to think it through.
And yes, Jeff, bezier curves work in Illustrator. but that's 2- dimensional, and Coastergames.net has a good point.
Why the attitude?
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Can't this thing go any faster?
Ride-Op, if Ole's interested, I could explain to him a fairly simple mathmatical way to make it easier for users to make smooth curves in 2-D views. I just need a little time to think it through.
I'm sure he wouldn't mind hearing the suggestion. Give him an email at info@nolimitscoaster.de.
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
Yes, you are correct, when making the curve normal to two dimensions, the problem should go away. I've tried that, building an inverted coaster confined to one plane, eliminating that third dimension and the problem still occurs. Try it, you'll see what I mean.
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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"
I'm sure we all are hoping for the same thing, fun smooth coasters on NoLimits. I don't know this Ole fellow, but he obviously did an amazing job programming NoLimits. I think it's insulting to assume his code is to blame (though he is not error free, like everyone else) and basically place blame on his ability, when, even though it may seem so, is not necessarily the case.
And certainly, sarcastic bits like "Well aren't you just an all-star. " do nothing positive. Are you that certain, you're correct? And that everyone else is wrong? You're doing exactly what you don't like people to do to you.
Anyway, we digress from the actual topic. I understand your test, and I'm not at my computer with NoLimits to try it just yet, but my initial thought is this.... since there is no way to restrict movement of control points or vertices, there is no way to get a truly planar track (unless Ole reprograms for a future revision), therefore the control points will still move in three dimensions. It seems that the code is so literal that even a very minor shift in the control point is noticed in sim mode.
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Can't this thing go any faster?
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
I can see that working if I want my control line to be parallel to an x,y, or z plane. Does it work if that's not the case?
Thanks for the tip, and thanks for holding the tournament. By the way, I'm confused about round 2. What constitiutes "passing by" the ring?
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Can't this thing go any faster?
As for Round 2, imagine that the ring is a hole in a gigantic wall, and the only way to pass by that wall is through that ring.
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
1.) Millennium Force 2.) Steel Eel 3.) Raptor 4.) Mantis 5.) Magnum XL-200
The link to the plans is http://www.dorneypark.com/talon/plans.htm
Kudos to everyone who has braved the editor in making tracks. I haven't had the cahones to try it yet :)
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