NL update 9/13.. Beta testing started.

http://www.nolimitscoaster.de/progress.htm

"The beta testing of free update 1.5 has started a few days ago. We plan to release the update for the Windows platform at the end of September. The Mac update will come out around 2 weeks later. The installation of the full version 1.3x is required for the update.

Feature list Update 1.5 (possibly incomplete):

New common features

  • Shuttle coaster features including:
    • Reverse lifts
    • Station launches
    • Brake delays
    • Multiple passes
  • Several new tracks demonstrating new shuttle features
  • New coaster style "Lim launched"
  • New coaster style "Face to Face"
  • New coaster style "Impulse"
  • New coaster style "Motorbike"
  • Improved coaster style "Corkscrew"
  • Improved coaster style "Inverted 2 seat"
  • Improved coaster style "Hyper coaster"
  • New brake models on new and updated styles
  • New wheel models on new and updated styles
  • New LIM models on new and updated styles
  • Improved brake triggering behavior
  • Block brakes are "activated" in idle mode
  • Block borders are at the end of segments now
  • Choice between different types of spines on several coaster styles
  • Lowered spine on "twisted" coaster styles (brakes/transports/stations)
  • Looping box support for use with looping box spine on "Looping coaster"style
  • New terraformer application

New simulator features

  • Customizable keys
  • Improved help screens
  • Full Scene Antialising option
  • New lighting model "Best"
  • New Vertex Engine (using GL1.5)
  • Improved vehicle shadows
  • Progressive mesh engine for vehicle and track models
  • Animated track models
  • Texture detail level parameter
  • New station building textures
  • New clouds
  • Several optimizations

New editor features

  • Integrated simple terraformer
  • Vertex panel
  • Ground and tree textures
  • 10 new trees
  • Improved coaster style selection
  • updated splash screen
  • Several optimizations
  • Wooden Support Generator bugfix

Known issues

  • New brake triggering may affect older tracks
  • Updated coaster styles have different car texture mapping
  • Some coaster styles do not have "wheels/LIMs" choice
  • New default environment may affect older environments
  • Improved block borders may affect older tracks "

Sounds AMAZING... This should be good... :)


DawgByte II's avatar
Excellent... sounds very promising.

Only wish-list which would be nice is what Hyper-Rails had, which is on-the-fly testing for certain areas in the simulator. You choose a block of track & run the train thru it to make sure it looks right, goes thru the correct speed & the G-Forces aren't too strong.

That would have been a nice addition in the editor which would have put this simulator a cut-above anything else... but beggers can't be choosers.

I also hope that since they're having the Impulse type coasters... they got the Impulse sound FX & LIM sound FX for the take-offs, akin to how Hyper Rails had it! :)

Happy, Happy!!! Joy, Joy!!!

Happy, Happy!!! Joy, Joy!!!

Jeff's avatar
I agree. HyperRails ability to test and alter track made it the superior editor. Granted, the NoLimits crowd wanted no part of it, but what can you do?

Jeff - Editor - CoasterBuzz.com - My Blog - Phrazy

Pete's avatar
I am so happy that they finally fixed the block system. Now, realistic recreations can be made that operate just like the real thing. The block trigger points were the biggest obstacle to making an accurate recreation, or any coaster with an accurate blocking system.

I'd rather be in my boat with a drink on the rocks, than in the drink with a boat on the rocks.

^^^

What exactly are they doing to it? I never understood, lol :)


I tested the Vekoma Bike version on my computer and it didnt run well at all. I barely got over 5fps where as on my regular NL it runs at about 40fps. Will the full update be as slow for my computer? Is it because of the music maybe? I downloaded the latest driver for Nvidia which is the card I have. Anybody's help would be greatly appreciated.

Computer Stats:

800mhz, 192MB of RAM, DirectX 9, Nvidia Video Card

Chances are that the music did it, as it had the same affect to the demo on my computer too.
I'm looking forward to seeing what different types of spines you can change on the track. That option will probably be for the Intamin track.

[url="http://www.geaugaguide.com"]Geauga Guide[/url]
FScottS's avatar

Boz said:
I tested the Vekoma Bike version on my computer and it didnt run well at all. I barely got over 5fps where as on my regular NL it runs at about 40fps.

Actually my computer did the same thing. But, when I loaded the demo at "Normal" detail and "Fail-Safe" it worked like a champ. Lowest frame rate that I saw was in the 20's. Give that a try and see if it works for you =)

^ I tried that and it improved it just a little bit, but I still get frame rates of about 7. I think it might have something to do with all that extra scenery. I must say though I like what I see.
The site is now calling for a Tuesday (9/28) release. *drool*
Wow.. I've been missing out having not seen that Motorbike Demo. It looks amazing.

I'll certainly be awaiting that Tuesday release.


http://sfftonline.com - The online resource to Six Flags Fiesta Texas
1EyedJack's avatar
i have been checking each day since mid may when it was originally due!! We get Rollercoaster Tycoon 3 demo and no limits in the same week!! Are we in rollercoaster heaven or what??!!

1ej

proud registered user of nolimits!


Rctycoon2k's avatar
Crap, release has been pushed back... :(

GIVE US 1.5! GIVE US 1.5! ;)


Shaun Rajewski
Founder, Lead Developer
Epic Web Studios, LLC

SFoGswim's avatar
It's out.
DawgByte II's avatar
Yes, anyone looking for the link:

http://www.coastersims.com/nlupdates.asp

It just comes a day too late as I got to work today, but I'll wait patiently until I get home to test this bad-boy.
If anyone has any reviews, let us know! I'm curious on any pre-built coasters, how they're done as well as the general improvements.

Jeff's avatar
So where's the LIM noise? Why does the included Steel Venom track run once then sit idle?

Jeff - Editor - CoasterBuzz.com - My Blog - Phrazy

For some reason you have to put Steel Venom in Manual Mode or else it won't reset and therefore just sit idle. I think its because the train doesn't fully return to home position after cycling. However, in Manual, you can re-dispatch it.

2007 Mantis TL 2006 GUEST 2005 maXair TL 2004 Disaster Transport / Wicked Twister
Jeff's avatar
Tried that. Doesn't work.

Jeff - Editor - CoasterBuzz.com - My Blog - Phrazy

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