"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:
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
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 editor features
Integrated simple terraformer
Ground and tree textures
10 new trees
Improved coaster style selection
updated splash screen
Wooden Support Generator bugfix
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
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! :)
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.
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.
800mhz, 192MB of RAM, DirectX 9, Nvidia Video Card
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 =)
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.
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.