RCTgo Forums

Full Version: I Don't understand NoLimits
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I don't understand No Limits, hard to use. Sticking with RCT3. Maybe try again later. The way they have it set up is confusing.
why did you make a thread telling us this?
one youtube tutorial can help, that is what I did. And due to this game being more accurate, scientific and realistic, it is harder to build coasters but then soon you usually get the hang of it. Its also kind of funny that people today use the newton 2 engine today which can make your coasters very smooth instead of the game's engine.
(Dec 14, 2013, 02:55 PM)Sonicteam1000 Wrote: [ -> ]why did you make a thread telling us this?

maybe to get some advice...see if others were having the same situation.
(Dec 14, 2013, 04:43 PM)DorneyPark5 Wrote: [ -> ]one youtube tutorial can help, that is what I did. And due to this game being more accurate, scientific and realistic, it is harder to build coasters but then soon you usually get the hang of it. Its also kind of funny that people today use the newton 2 engine today which can make your coasters very smooth instead of the game's engine.

Thanks...Your comments are why a posted the thread...to get help and suggestions.
its no problem
I don't own it, I dunno. Frown
As far as I know NoLimits has about 24 ride types, a map to put them in and that’s it. While the coasters seem to look more realistic it appears to be a true sim application that’s more suited to people who are interested in the physics behind how a coaster works and who want to observe what results can or can’t be obtained from particular track configurations.

I myself prefer the whole park approach of RCT3 which always gives me the impression that it’s several sim games in one.
After watching this basic intro (10'), you really know how to build a coaster in nolimits. Greatly explained.

http://www.youtube.com/watch?v=nobDDjs_d...re=mh_lolz