Creating a track


Saving and Loading Tracks

The editor by default will load an empty track. You can load or save your coaster under the File menu. You may only edit one track at a time. All tracks should be located in the Tracks subfolder so the Simulator will be able to find them. Always save your track before riding it in the Simulator.

Importing RCT Tracks

RCT tracks can be imported with the corresponding file menu item. Not all tracks can be imported, only those that are compatible with NoLimits. To ride a RCT track it must be imported and saved as a NoLimits track file afterwards.


The Editing Modes

There are 4 main editing-modes that affect the way the mouse-cursor and its actions are interpreted.
 
  • "Select/Modify"
  • "Add Vertex"
  • "Add scenery object"
  • "Add supports"

The Edit-Toolbar
In the “Select/Modify” mode you can select and move any object or modify the handles of a Vertex. A selected object will be displayed all in white. By default only one object will be selected at a time. To select more than one item hold down the Control key as you select each item. To unselect, click anywhere in blank space. You can delete any selected object by hitting Delete or selecting Delete from the Edit menu.You can select objects in one view then switch to another and the objects will still be selected and may still be modified. Selecting Segments and Vertices will allow you to do some advanced editing. More on this later…

When in the “Add Vertex” mode anytime you click anywhere in the edit area you will add a new Vertex. A new track segment will automatically connect to the new Vertex. You will not be able to modify any objects while in this mode. You will not be able to add new Vertices while in the 3D View. One good method for coaster construction is to place a few Vertices in the Top View then modify them in the other views to a rough shape of your coaster. You can always fine-tune the design after it is complete. For more information on Vertices please read the Vertex section of this guide.

The “Add Scenery Object” mode allows you to place a scenery-object to the scene. Each time you click in the area you will add a new object. You can choose which object in the Scenery menu. Adding Scenery Objects is best done in the Top view, as there is no need to adjust the height of these objects.

The “Add Supports” mode allows you to place either pre-defined supports or build custom supports. The type of support you will add is selected in the support menu or in the tool bar. For more information on placing supports please read the Supports section of this guide.

The Segment-Types

When you add a new Vertex a new Segment will automatically be drawn to connect to the new Vertex. There are 5 different Segment types that have different properties that will affect your coaster. They are all color-coded so you will identify them easily. The 5 types are: 
  • Normal “Track" (blue)
  • "Station" (brown)
  • "Lift" (green)
  • "Transport" (yellow)
  • "Brake" (violet)

A circular track with all segment types visible

The following is a basic description of each Segment Type’s function. For advanced properties and to learn how to configure them please read the Segment section of this guide.
 
 

Normal Track

This is just standard track, and it is the default segment. Most of your coaster will be comprised of Normal Track. It does not influence your coaster in any way except the normal friction and gravity that all segments simulate. Without gravity your coaster wouldn’t go anywhere. Friction will gradually slow your coaster down, just like in real life. You cannot change the gravity or friction in NoLimits. Gravity is accurate, and friction is determined from a number of factors (such as speed, air resistance, etc) to simulate realistic behavior. There is some randomness to it, so your coaster will not always work exactly the same.

Station

All coasters must have exactly one station segment. The Station can be extensively configured to your imagination of how you think a Station should work. A Station segment counts as a Block. More on this in the next chapter. In a station the train will be waiting to simulate the loading and unloading of passengers. When the next Block is clear and after the wait time is up the train will be automatically dispatched.

Transport

Transport segments are used to give the coaster a boost if you need it somewhere in your track. You may decide that you need some friction wheels to move a train over flat track at a constant speed. Or you may want to start your coaster with a powerful magnetic LIM launch. Either way you can use a Transport segment. A Transport segment does not count as a Block. More on that in the next section.

Lift

A Lift segment is primarily used to pull a train up an incline at a set speed. A Lift can either consist of the traditional chain system, or a friction tire system. The main difference between a Lift segment and a Transport segment is that a Lift segment does count as a Block. More on Blocks in the next section. Adjacent Lift segments will count as one and selecting the last Lift segment in the line sets the settings for the entire lift.

Brake

A Brake is a segment used primarily to stop your coaster if the block ahead is occupied, or slow it to a controlled speed if the block is clear. Brake segments are blocks by default, but the block tag can be turned off. Brakes come in 2 varieties: normal and with friction tires. Brakes equipped with friction tires will slow a train then advance it at a set speed. Brakes without friction tires must rely on gravity to get them rolling again. 

The Block-Safety-System

All roller coasters are divided into different zones that are known as blocks. The block system has a very simple yet very important function: to keep the trains from crashing. A block system prevents a train from entering an occupied block by stopping the lift hill or closing the brakes until the block ahead is clear and ready to receive a new train. Without a block system coasters would not be able to run more than 1 train. Why do we need a block system to run more than one train? Imagine this: A wheel on one train has run out of lubricating oil and has caused the train to valley between 2 large hills. The operator, unaware that anything has happened, dispatches the next train. Without a block system there would be a horrible crash and many people would be injured. This coaster does have a block system. The system sees that train 1 has still not finished the layout; so to prevent the collision the lift hill is shut down until train 1 clears that zone and enters the next one. The block system just prevented a great tragedy, and because of this all coasters in real life and in NoLimits will have a block system. (Note: as of this release NoLimits does not simulate accidents, but this feature may be added in a later upgrade). The block system doesn’t just prevent accidents. It also spaces out the trains along the track and keeps everything moving in an orderly fashion. There is a simple way to determine how many blocks you need at minimum: N+1=B; where N is the number of trains you wish to run and B is the number of blocks needed. You will need at least 2 blocks to run one train, 3 blocks to run 2 trains, and so on. A good coaster will usually have more than N+1 blocks so that trains can always advance. Most larger coasters that run 3 trains have at least 5 blocks, sometimes more. You always need a station, so that is one block, and you will always need a Lift or Brake segment to add more blocks. To display the block borders you can activate the “Show Borders” option in the Display menu. A multi-colored cross in the track displays a border. A train will not enter that block until the train ahead of it has cleared this border. Hint: Be sure that your block is long enough so that a train when stopped will not overlap into adjacent blocks if it comes to a complete stop. This can cause problems. While having a fair number of blocks is good, it’s not good to over do it. In most cases 4-6 blocks should be plenty. As you become more familiar with NoLimits you can experiment more. Remember, all brakes do not need to be blocks. 

Connect and Disconnect

Before you can ride your coaster it must be a complete circuit. To connect the last Vertex to the first Vertex use the “Connect” command in the Edit menu. Once connected the track may disconnected by using the “Disconnect” command in the same menu. 

Undo and Redo: Your Best Friends

Oh @#$%!! You screwed up. Wish you could take that back? You can! The Undo feature can be used at any point during the creation and modification of your coaster. The Editor will remember the last 10 actions you performed to undo. If after undoing them you decide you wanted the way you had it, you may use the Redo feature. The Editor also stores the last 10 actions that you undid, in case you made a mistake when you undid a mistake. These features are available in the Edit menu. They are your best friends.