Project Nem 20.
- Mace Windu
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the exit of the roll i guess is a little wide, but the problem comes also from where the brake run has to be in relation to it, to have the station straight means the brake run is straight so to try and get enough room between the brake run, the roll exit and the flips exit, it had to be stretched a tiny bit more than what would be considered as 100% real... it does stick out quite abit right now coz its obvious, but once it has the supports on and more of the area is built up around it, it should blend in.jackandylan123 wrote:looking absolutely incredible! may be being picky, but the exit to the barrel roll on air seems a bit weird compared to the actual ride, something that can be ignored I know, just wondering whether it will be changed slightly as it's not finished yet
- Mace Windu
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- Mace Windu
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and most of the supports are now done, there are still 3 that need connected to the track and 2 more adding
as for 2nd station working... no.... rct is just too hard to work with to get 2 stations to work right, i tried before with manta and it was just a laggy crashing mess so not worth doing... it will hold a spare train just like it does most of the time in real life and you will "use the left hand lane for your flight"
as for 2nd station working... no.... rct is just too hard to work with to get 2 stations to work right, i tried before with manta and it was just a laggy crashing mess so not worth doing... it will hold a spare train just like it does most of the time in real life and you will "use the left hand lane for your flight"
- Mace Windu
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- Mace Windu
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- Mace Windu
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decided to make a quick video showing just how this looks when you dont see all the bad stuff
- awsomelycoolboy
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xD project Nem 20/21. I love how it's coming along.
- NemesisRider
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Same here. This is a work of art!
Is X sector next on the list? :lol
Is X sector next on the list? :lol
- Mace Windu
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the next bit that ill do is probably going to be the dark forest... seeing as i already have a rita made, would be nice to tie it in... which will then lead on to the towers themselves which are being created by my best mate, we took every measurement we could from the towers with a lazer so could make it perfect... so yeah that will be something quite special.
- awsomelycoolboy
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Wow. How crazy would it be to make Alton Towers. An exact copy, precise to the centimetre. All custom scenery and everything. I could watch that all day. Would probably be able to make it in ThemeParkStudio, possibly No-Limits2. RollerCoasterTycoon3 could work.. But isn't there a problem with stations being at an angle? I would say NoLimits2 is your best bet. In NoLimits2 you can also add tracks which can move. Perfect for multiple stations and ride sheds.
- Danny
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ACB, Coasterinc uses No limits for all he's CTR's and CT's. He's like a professional with using no limits tracks and converting them in to RCT3 as a CT. I'm sure all the ideas you've suggested he is already incredibly familiar with, if not done them already. Also, you say RCT3 could work, when this whole project is being made for RCT3! Some of the updates are actually in RCT3. I'm sure the overall plan is to recreate AT, but it couldn't be done with no limits, as even that has its limitsawsomelycoolboy wrote:Wow. How crazy would it be to make Alton Towers. An exact copy, precise to the centimetre. All custom scenery and everything. I could watch that all day. Would probably be able to make it in ThemeParkStudio, possibly No-Limits2. RollerCoasterTycoon3 could work.. But isn't there a problem with stations being at an angle? I would say NoLimits2 is your best bet. In NoLimits2 you can also add tracks which can move. Perfect for multiple stations and ride sheds.
- awsomelycoolboy
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Didn't you say RCT is dodgy with stations being at an angle?
- awsomelycoolboy
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I know that, but doesn't he have to make the stations on a straight otherwise the operate funny, or don't really interact well with the terrain.