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Spacek531

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  1. Mars Park: a theme park celebrating the science, exploration, and colonization of Mars, set as a half-theme park-half-historical museum. The park, built in a valley on the surface of Mars, will contain one large roller coaster, several thrilling flat rides, a kiddie section, a garden, and a museum. The museum, set in the front of the park to the left, will contain replicas, models, artifacts, dioramas, and information on the exploration and colonization of Mars. The garden, set in the back of the park, is a place for guests to relax and learn about the foliage engineered to survive on Mars. The first ride is an S&S space shot, set to the right and behind the main entrance plaza. The ride will have extra theming attached to the car: a "heat shield" is attached to the bottom of the car, and large thrusters are attached at the top of the car. After the first "shot" reaches the top, the heat shield will be thrust downwards by the car where it is decelerated and stopped at the very bottom of the tower. The car will fall as it normally does, but on the rebound, the thrusters on the top will emit a mist as if they are "firing." After a second bounce, the ride will end, and the heat shield will be latched onto the car for the next cycle before unloading. The second ride, a scrambler, will be near the back of the park. It will have themed cars to simulate the "traffic jam" that occurred before travel between Earth and Mars was regulated by a single body. The kiddie area will consist of one ride: a car-with-powered-steering-rail ala the one at Knotts (I couldn't find a mfg). The cars are themed to look like early colonist rovers, with the ride circling models of robots that were sent to Mars. Opposite the car ride is a bouncy castle made to appear like another early Mars colony. The centerpiece of the park, the roller coaster, is the largest attraction: a fully-steel GCI-like Iron Horse with 3 launches and a full audio accompaniment. The coaster puts the riders in the passenger seat of an early supply ship going from Earth to Mars. The ride begins on Earth as the captain explains about the launch procedure, then the ride gets launched by a mass accelerator into a tour of the stars on its journey to Mars. The ride turns hairy when the semi-competent pilot careens through the atmosphere. Once supplies have been delivered to the first of two colonies, the ship gets caught in a dust storm. Luckily, the pilot is able to escape and put the ship down on the runway of the other major colony, where the ride ends. The first third of the ride is obviously heavily inspired by Space Mountain. The building that houses the first third of the ride is a dome that is painted to look like mars does from orbit. The park is being built in a computer program called "Roblox." Roblox is a game that is a mesh of Garry's Mod, Legos, and professional developer kits like Unity and Unreal. Roller coasters are constructed by placing bricks at specific angles to create the track and scenery. The game has a fully-functional physics engine, where trains are guided on the track by the wheels and not on-rails like in NoLimits: if a piece of scenery intersects the track, the train will hit it. I realize I could use NoLimits or NoLimits2 to realize this (I have both), but I like the absolute freedom that Roblox provides. This first update concerns the roller coaster. The overview of the current, incomplete layout The ride overview with notes on layout and changes An error exists in this drawing: there section after the last hill should be pink to identify a brake segment. The dust storm element occurs too soon after the third launch: it would be immersion-breaking for the ship to take off from the runway when the storm is right in front of it. I will be moving it so that the building blocks it from being seen while on the third launch so that it is a surprise. Overview of the indoor section of the ride. The indoor section will have its track painted black instead of orange. After "entering the atmosphere of mars," the ride goes into some exciting twists to simulate a barely-in-control flight The second part of the ride, where the ship enters Mars's atmosphere for the first time. This includes some thoughts about theming. The second MCBR and third launch will be placed on a hill next to the food court. A diorama of an early colony will be placed next to it The second MCBR and third launch, with thoughts about theming. A top-down view of the "dust storm" element. Includes 2 overbanked curves and 1 outward-bank A different view of the "dust storm" The trains are a mix of Arrow Looper and PTC designs, with theming to resemble a space ship. Because of an oversight on my part, the cars and track are wider than the real-life counterparts, but it is likely that if this park were built in real life (on mars) that differences between contemporary designs and the design in its time would be different. Profile of the train. A hybrid of PTC and Arrow Looper trains, with theming attached. I will add a piece to the bottom of the cockpit so it looks better. Because of concerns of physics latency, the wheels do not steer like they would in real life. A close-up of the theming on the front. On the back you can see the dovetail fins and twin linear aerospike engines Since nothing in the game exists until you make it, these 3-axis hinges had to be made to connect the cars Because the cars are not on-rails, a flexible connection between the cars is required to make them work. The solution I have devised to suit this need is below. The left side is the front car and the right side is the rear car. A video of the roller coaster in progress is below. You will notice that the train does not come to a stop before the third launch like it should. This is because I have not programmed the brakes yet.
  2. do you know the resolution of the shapeways models? It looks pretty good, but I'm wondering if I can get results that are just as good out of a printer I build.
  3. You've definitely captured the kite colors. Layout looks nice as well. You've picked a theme you can definitely go overboard with: the trains, light posts, pavement, supports, and even the station building can be themed to look like kites. I can't wait to see more of this, because I love it!
  4. It looks absolutely fantastic! As an arrow coaster I did expect more pumps and strange transitions though
  5. I did not know where to put this forum, but since it has to do with modelling a ride, I figured I would put it here. My question is: is it cheaper to create new RMC topper track, or is it cheaper to re-align old track, or create new classic-style track? The story is that an old woodie has been given a face-lift in the form of an RMC inversion. The track under construction. RMC twist. After the twist, the track deviates for a small ways away from its "original" layout, which is the section in question. Would this transition track (from the element back to the old track) be RMC or original style track?
  6. I don't know if you're done and finished with this project or not, but it would be cool to see the interior as a walk-through train instead of separate cars. The Seattle monorail is the only western monorail (if I remember correctly) to have walk-through trains and it makes them feel a lot more open than separate cars, plus helps in an emergency.
  7. Turnout to the park was low due to it being in the middle of an ocean, but it was profitable enough to keep expanding. Several other rides were added to the park including...
  8. I'm creating Intamin's 12-inversion ride proposal in a game/game engine called Roblox. If you don't know what Roblox is, it's basically Legos, except you can do a lot more with them, like build roller coasters. For my newest project I am creating Intamin's 12-Inversion coaster proposal. The overview of the finished track. No scenery yet. I have finished the layout, which is a bit squat and probably more round than what Intamin had in mind. Here is a picture of the train that I am currently using: A view of the train on the second heartline twist. The simplicity of the train is for lag reasons. Because Roblox is a general physics engine and is not "on rails" like NoLimits and the RCT's are, Roblox has to calculate how the train behaves when its wheels come into contact with the rails, and the more complex the cars, the slower they perform. Also, for the same reason, you have to manually create couplers to give the cars a wide enough range of motion to work. Here's the 'behind the scenes' of the coaster train, detailing how the 3-dimension couplers work, and how the train is held to the track. A view of the mechanics behind the wheel assemblies and couplers. The yellow cylinders are hinges, and the grey balls are wheels. Another picture of the train, this time on the 4th corkscrew, and two other players riding along with me. A picture of the train with some riders on it. A view of the different trains that I have tried. Right to left in chronological order. A view of the progression of train versions. The current trains have orange restraints. Also, since this is the best coaster on Roblox so far, I thought it fitting that it would have the best coaster controls in Roblox. Here's where I need your input: I don't really know much about everything that goes on on the control panel, especially Intamin control panels (I've only talked to ride ops on CCI woodies), and especially for rides that are as complex as Intamin's. What other buttons and indicators should I put on the main control panel? What does a normal ride cycle look like for the dispatch and ride ops? The first control panel. Your suggestions will make it more realistic! Two things to note: since people will be able to ride while there are no ride operators, the ride will be able to control itself normally, but people who know how to operate the ride will be able to take over the ride's operation. Unless there is a more important function for it to serve, the "Automatic" light simply indicates that the ride is running itself and not actual human operators. Also, the "Regen" button is a safety measure against physics glitches of the Roblox physics engine. In case of a de-rail or rollback, the "Regen" button simply creates another train in the brakes outside of the station. I would post a link to the ride so that you could experience the full thing, but I am unsure if I am allowed to post offsite links yet. In the meantime, doing a google search for "site:Roblox.com Spacek531" and clicking "play" below the picture of the ride will allow you to walk around and ride the ride. Also, I hope you guys have some good feedback for the control panel so that I can get right into improving the panel as soon as I get back from camp.
  9. I guess you could say that the Runwaway Minetrain has *sunglasses* run away
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