NoLimits 2 Roller Coaster Simulation

NoLimits 2 Roller Coaster Simulation

Custom Block Logic Builder
Las Plagas 21 Jan, 2020 @ 12:19pm
multi pass launch with switch track merge/fork?
I saw your tutorial on youtube, but I couldn't really get it to work with the switch track merge. How do you program the block logic setup for it to work. The train manages to go through the switch on the multi pass launch section, launches forward and then goes backwards but the switch wont change to lead the train on the backwards spike.
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Showing 1-5 of 5 comments
Chezburger 26 Mar, 2020 @ 10:01pm 
Exact same question, probably won't get answered though, guess I have to learn programming
Xeenic 4 Jun, 2020 @ 8:56pm 
I figured out how to make this work for anyone who might be trying to figure it out still. I added a very small block brake section right after the merge track and set the deceleration rate to 0 and speed limit higher than the launch speed (just in case but might not be necessary). Set the enter track to the proper switch track position so the train can enter, it doesn't seem to matter which exit track is set, and also select the switch track on this block (this section it needs to be after the switch track). The train should roll through the switch track and onto the "fake" block brake section. Since the deceleration is 0 it shouldn't stop. Once it passes through the short "fake" block brake section and fully into the launch section the track should switch as the train continues down the track. I then set a trigger just over the crest of the top-hat and selected "Use a trigger to move back to enter section."
The Reaper 53 4 Jun, 2021 @ 8:46pm 
Originally posted by Xeenic:
I figured out how to make this work for anyone who might be trying to figure it out still. I added a very small block brake section right after the merge track and set the deceleration rate to 0 and speed limit higher than the launch speed (just in case but might not be necessary). Set the enter track to the proper switch track position so the train can enter, it doesn't seem to matter which exit track is set, and also select the switch track on this block (this section it needs to be after the switch track). The train should roll through the switch track and onto the "fake" block brake section. Since the deceleration is 0 it shouldn't stop. Once it passes through the short "fake" block brake section and fully into the launch section the track should switch as the train continues down the track. I then set a trigger just over the crest of the top-hat and selected "Use a trigger to move back to enter section."

How about the launch speed if I want initial rollback like Pantheon? How high i should set if (lets say) minimum top hat passing is 100 km/h?
Xeenic 6 Jun, 2021 @ 4:57pm 
Originally posted by The Reaper 53:

How about the launch speed if I want initial rollback like Pantheon? How high i should set if (lets say) minimum top hat passing is 100 km/h?

Set the launch speed to the speed required to clear the tophat, but lower the launch acceleration so it doesn't clear the tophat during the first run through. Or you can try shortening your launch section too if you don't want to lower the acceleration too much.
kumba98 24 Jan, 2023 @ 5:51am 
I'm using a transfer table switch track and I am able to get the train to swing into launch position, but unable to launch train. Any suggestions/tips what I am doing wrong? Also, where do I place the trigger switch to have swing track move back into original position after launch? Before or after the launch track section or the transfer switch track itself? Thank you for input!
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