im getting The configured function requires a single "PLC Controller" SCO to be placed and configured to control the "coasternamehere" coaster. for the estop reset any clue on what this means
As it says, if you want to use the E-Stop Reset function, you need to place a PLC Controller (included in this pack) as well. The PLC Controller is required because it handles the state syncing between all of the E-Stop (Advanced) & E-Stop Reset buttons on the ride (kind of like a real coaster 😉). While the PLC Controller is required to be placed, there is an option in it to hide it if you don't like how it looks (or if you don't have anywhere nice to put it).
@@teamschonenhof4935 It should be in the options of the button (the option is a drop down menu called “Function” and it should be set to “Reverse Block”). If you don’t see it, you may need to update the pack to the latest version.
Unfortunately, not at this time. Getting the two dispatch buttons to "talk to each other" to see if both were pressed surprisingly requires a lot of work that I currently don't feel is worth it at this time; especially when time could be spent working on other upcoming realism features. However, I'll definitely put this feature on my TODO wishlist!
@ also I notice dispatch buttons behave strangely with switch tracks I’m using switch tracks to switch between two stations to on main track and the dispatch handles the switch movement for the switch heading out and it lights up b4 the swite has moved
@@Gamearoo Do you mean it flashes when the switch track is in the wrong position, and then pressing it to dispatch moves the track? If so, that is kind of expected because that's how NL2 treats the dispatch button on the UI as well. It treats switching the track as part of the "automatic mode" ride programming after dispatch is approved (which I believe is true to real life as well).
@@RehlmProductions no that i understood it will flash even if the switch has not finished moving into position unlike the games one that waits ti flash again till after its in position
It seems there has been an update! You can now use the buttons in game and click them which is great! I am having a hard time figuring out how to name the placards and getting it to show anything other than "choose placard name here" while in game! Any tips? thanks!
You can now choose any image for your placards! Just double click on the operator to open its settings, and you can choose your placard image at the bottom. The pack still includes all the original placards (+ more now!) in image form in the `reds_panels_and_operators\[ Placards ]` folder. This folder also includes a Photoshop template for making your own custom placards if you wish!
Hey! Sorry for the late reply! First, the pack has just been updated recently, so make sure to grab the latest version. Then, take a look at the README.html file in the pack for an explanation of why making them interactable is a bit harder than you might think :-/ I do hope to eventually release a different version of the pack that is interactable via an API, but you would need to be advanced enough to integrate this API into your scripted ride yourself (it cannot be done automatically).
It's still possible to use it, but the block display on the screen will still be a linear circuit, and the gate/restraint indicators can only be assigned to one station. You could have 2 PanelViews to display the gate/restraint status for each station if you wish. For the block display, you could either put the two stations one after the other to display both, or you could just leave one out and not display it.
@@jasperveltman5941 Oh, thank you very much! 😊If you still feel so generous, you can find a PayPal donate link in the description of the Steam Workshop (linked in the description of this video). If you have any trouble finding it, let me know, and I'll try posting it here (not sure if UA-cam will let me though). Donations definitely help and will go toward time spent making a Siemens expansion for the pack (among other things).
Sorry for the late reply. Unfortunately, my pack does not include a spiral staircase, mainly because I feel like it wouldn't really fit the theme of the pack. However, Bossact made a great supports-based spiral staircase (that I use personally all the time) in his supports-scenery pack found here: ua-cam.com/video/h-Jqqy9b9xs/v-deo.html
You still have to lay the buttons you want out onto the panel of your choosing (or anywhere if you want them on a wall or whatever), but yes, all the buttons, switches, etc have a "static" option if you just want them for show and not be operable.
Unfortunately not, because it would require each coaster to be in Scripted Mode with their own custom script. I wanted the pack to be accessible to everyone (including people who do not know how to script a ride), so they only react to rides running in Normal Mode.
@@squishylemon8577 If you are familiar with scripting in NL2, and know how to make something "clickable", it would be very easy. I made the code for the buttons really easy to modify and there are lots of comments in the code so you can learn what things do. You are more than welcome to modify the code to make them clickable for your scripted ride, as long as you don't publish the park with a password on it (which would break the GNU license of the pack).
Dude, this is awesome!
Thank you so much!
thank you so much
im getting The configured function requires a single "PLC Controller" SCO to be placed and configured to control the "coasternamehere" coaster. for the estop reset any clue on what this means
As it says, if you want to use the E-Stop Reset function, you need to place a PLC Controller (included in this pack) as well. The PLC Controller is required because it handles the state syncing between all of the E-Stop (Advanced) & E-Stop Reset buttons on the ride (kind of like a real coaster 😉). While the PLC Controller is required to be placed, there is an option in it to hide it if you don't like how it looks (or if you don't have anywhere nice to put it).
Nice Pack, how can i make the button as a Backward Button (for example for Storage Track with a Shielded Button? (Srry for bad Englisch)
You should use the "Block Reverse" Function 👍
@@RehlmProductions ?
Srry i dont now anything about coding and in the Options of the Button is no Reverse Option
@@teamschonenhof4935 It should be in the options of the button (the option is a drop down menu called “Function” and it should be set to “Reverse Block”). If you don’t see it, you may need to update the pack to the latest version.
is there a way to get it where you have to hit two dispatch buttons at the same time or one after the other useful for vr and realism
Unfortunately, not at this time. Getting the two dispatch buttons to "talk to each other" to see if both were pressed surprisingly requires a lot of work that I currently don't feel is worth it at this time; especially when time could be spent working on other upcoming realism features. However, I'll definitely put this feature on my TODO wishlist!
@ also I notice dispatch buttons behave strangely with switch tracks I’m using switch tracks to switch between two stations to on main track and the dispatch handles the switch movement for the switch heading out and it lights up b4 the swite has moved
@@Gamearoo Do you mean it flashes when the switch track is in the wrong position, and then pressing it to dispatch moves the track? If so, that is kind of expected because that's how NL2 treats the dispatch button on the UI as well. It treats switching the track as part of the "automatic mode" ride programming after dispatch is approved (which I believe is true to real life as well).
@@RehlmProductions no that i understood it will flash even if the switch has not finished moving into position unlike the games one that waits ti flash again till after its in position
@@Gamearoo Do you mind sending me the unencrypted park package on Discord so I can debug it? I'm @red_thirten
Tuto for sensor please !!?
They are very complicated to use! I never managed to get them to work.
Have you read it's README yet? If it's still confusing after reading it, I can try to make a video.
Just uploaded a tutorial for the my Track Sensor pack: ua-cam.com/video/Py3XXTtY7q4/v-deo.html
It seems there has been an update! You can now use the buttons in game and click them which is great! I am having a hard time figuring out how to name the placards and getting it to show anything other than "choose placard name here" while in game! Any tips? thanks!
You can now choose any image for your placards! Just double click on the operator to open its settings, and you can choose your placard image at the bottom. The pack still includes all the original placards (+ more now!) in image form in the `reds_panels_and_operators\[ Placards ]` folder. This folder also includes a Photoshop template for making your own custom placards if you wish!
@@RehlmProductions sweet that’s an awesome addition! Thank you!
I know this would be probably quite hard but can you make a tutorial for how to make the buttons interact able and work with the ride
Hey! Sorry for the late reply! First, the pack has just been updated recently, so make sure to grab the latest version. Then, take a look at the README.html file in the pack for an explanation of why making them interactable is a bit harder than you might think :-/ I do hope to eventually release a different version of the pack that is interactable via an API, but you would need to be advanced enough to integrate this API into your scripted ride yourself (it cannot be done automatically).
If you have a double 2 seperate load station/ is it than still possible to properly use the panel view?
It's still possible to use it, but the block display on the screen will still be a linear circuit, and the gate/restraint indicators can only be assigned to one station. You could have 2 PanelViews to display the gate/restraint status for each station if you wish. For the block display, you could either put the two stations one after the other to display both, or you could just leave one out and not display it.
@@RehlmProductions thanks. All your packs are truly insane and I will donate a bit to support you!
I can't find any payal or anything, so can I still donate somewhere?
@@jasperveltman5941 Oh, thank you very much! 😊If you still feel so generous, you can find a PayPal donate link in the description of the Steam Workshop (linked in the description of this video). If you have any trouble finding it, let me know, and I'll try posting it here (not sure if UA-cam will let me though). Donations definitely help and will go toward time spent making a Siemens expansion for the pack (among other things).
Rehlm Productions do you include a spiral staircase
Sorry for the late reply. Unfortunately, my pack does not include a spiral staircase, mainly because I feel like it wouldn't really fit the theme of the pack. However, Bossact made a great supports-based spiral staircase (that I use personally all the time) in his supports-scenery pack found here: ua-cam.com/video/h-Jqqy9b9xs/v-deo.html
I just realised that it does not work when Your coaster is scripted. Sad but it was a good tutorial and it can work as scenery too ig.
is there a download link the steam workshop wont work for me>?
Does the pack have a static panel for show only?
You still have to lay the buttons you want out onto the panel of your choosing (or anywhere if you want them on a wall or whatever), but yes, all the buttons, switches, etc have a "static" option if you just want them for show and not be operable.
@@RehlmProductions nice. Thanks for the reply man! Cheers.
are these interactible
Unfortunately not, because it would require each coaster to be in Scripted Mode with their own custom script. I wanted the pack to be accessible to everyone (including people who do not know how to script a ride), so they only react to rides running in Normal Mode.
@@RehlmProductions do u think i could somehow make it so they do become interactable semi easly or no
@@squishylemon8577 If you are familiar with scripting in NL2, and know how to make something "clickable", it would be very easy. I made the code for the buttons really easy to modify and there are lots of comments in the code so you can learn what things do. You are more than welcome to modify the code to make them clickable for your scripted ride, as long as you don't publish the park with a password on it (which would break the GNU license of the pack).
@@RehlmProductions perfect was never gonna publish with a password since that's boring lol
Game name
NoLimits 2 Roller Coaster Simulation. It's more of a simulation software than a game though, so note that it's fairly complicated to use.