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How to build a Schwarzkopf [RCT II]


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Greetings TPR.

 

Over the past year or so I've found I have received quite a few messages and e-mails about how to build a Schwarzkopf coaster for their own parks. Many have asked how to make their own designs more Schwarzkopf-like.

 

In all reality, that's why I'm putting together this thread, and showing how I did a few designs of my own. Building a Schwarzkopf coaster isn't difficult at all, so long as you stick to some basic rules along the way. In many cases, people try to build one of these fantastic rides for themselves, and end up with something close- but not quite there.

 

Let's start off with the most basic of Schwarzkopf designs: The Shuttle Loop (both Flywheel and Weight drop- we will treat them the same here.) I have seen many people try to re-create this, and I have said the exact same thing about all of them: Do not try to make it look -exactly- like the original, as you will end up with a ride that looks NOTHING like the original. This is where RCT II does a perfectly good job as-is with building this ride, no frills are needed to make it look accurate.

 

1.) The station: The standard shuttle loop will have a station of six units. No more, no less. In this example, I will be elevating the ride for the purpose of showing understructure theming added, however, you may rest the ride itself on the ground. (It would be the difference between say, Montezooma's Revenge at Knott's Berry Farm and ThunderLooper at Alton Towers)

 

1.station.thumb.jpg.02115d812ab426a44f806b712bd53e66.jpg

Your station

 

2.) Acceleration track: Once again, you need not build this obscenely long acceleration track. For accuracy, the actual acceleration track should be just over 1.2 train-lengths long before entering the loop. In this case, I use six units of track, then the on-ride photo before heading into the looping element. For a visual 'look' to the ride, I've used brakes set with a speed of 49MPH.

 

958523459_2.Accelerationtrack.thumb.jpg.23a522ae69e5e540697b460c75d8f6a4.jpg

Acceleration Track: Brakes are used- but are set to 49 MPH.

 

57671100_3.PhotoCamera.thumb.jpg.a956873de69bb5a08ad6b67a5efae80d.jpg

Add the photo camera... (Money is GOOD!)

 

3.) The loop: Here again I see the most amount of 'oops, you missed' with a Schwarzkopf Shuttle Loop. Don't let the temptation lead you to a mistake. You don't need to build a funky loop for accuracy- as you will look inaccurate DOING so. One track transition to upslope is fine, then the loop. Don't go overboard here- and for that matter, on any other Schwarzkopf coaster. You end up with something that doesn't look right in the end.

 

24213382_4.Loopingelement.thumb.jpg.172de52d2e6c25852652a4367e3976a8.jpg

The loop: No frills, please.

 

4.) The reverse spike: Once again, the temptation to go overboard is present. You don't need to. Step away from the really tall spikes. It doesn't look right. You should have just enough spike to cover the train before it falls backwards into the loop and towards the platform. My rule of thumb is four lengths only- and no more. From an elevation of '0' feet, that would leave a track height at the spike top of 75 feet. (In the photos, the track reaches a height of 85 feet- due to the 10 foot elevation increase from ground level of the ride.)

 

479433450_5.ReversingSpike.thumb.jpg.a9de6f900257e033e3a4effa6946bb66.jpg

The reverse spike transition

 

1231898307_7.ReversingSpikecomplete.thumb.jpg.a433eeb22d91794175f00261f9f7b716.jpg

The reversing spike, complete.

 

5.) The station spike: Here, size DOES matter as well: It need not be gigantic. In fact, two units works best- especially if you have (ACCURATELY) put in brakes behind the platform. To break it down: At the end of your platform, two 27mph brakes, a transition to steep, and two steep pieces = Schwarzkopf Shuttle Loop bliss.

 

708146558_6.StationSpike.thumb.jpg.32bc12cfa45c6f76cc91876b0763cb67.jpg

The station spike

 

6.) Performance: I have found through experimentation over the years that an overpowered ride isn't that great, so after revising and studying, the best combination is this:

 

Launch speed: 45 MPH

Dispatch minimum: 5 seconds

Dispatch maximum: 30 seconds

Full load: Always

 

1020264043_8.PowerStats.thumb.jpg.2e823f0f0ee749d9b1c6529dc1313308.jpg

Your ride's performance

 

7.) The train: This is an easy one: Seven cars, no more, no less.

 

2118309348_9.TrainStats.thumb.jpg.b8288f714bd29c22c45d248e11170e7d.jpg

Your train

 

Mechanical: Another no-brainer here, too.

 

828417961_10.RepairStats.thumb.jpg.6eb5dcb0828470a5e625938c26dfd590.jpg

Mechanic stats

 

So, if you've followed the pictures, built it correctly, you should have this:

 

2528022_11.CompleteShuttleLoop.thumb.jpg.3c66c5be55f26ab748f01437aa994390.jpg

Your brand new Schwarzkopf Shuttle Loop, ready to please your guests.

 

A beautiful, accurate and capacity-monster steel shuttle loop from Schwarzkopf.

 

NOTES:

 

The temptation to build extra track sections between the reversing spike and the looping element is a cardinal failure amongs RCT II players going for accuracy. LEAVE THEM OUT. You don't need them. The game does not have the proper transitions to make the more gradual curves that Schwarzkopf used, so it is best to omit the extra track for the sake of keeping the ride accurate to scale. Yes, I know, I can hear it now: But, but, but, but, but. This is a case of building a ride to fit the scale of the game, not the scale of reality. In the end, leaving that track out will look much more like what a traditional Schwarzkopf Shuttle Loop does- and won't end up with bizarre flat track sections that don't look right.

 

The same goes for really really long acceleration tracks: Avoid that. You don't need it, and you end up with these weird-looking shuttle coasters with no real purpose for it.

 

In the next few weeks, I will go over another basic design: The Silver Arrow design. This people-eater of a ride has a ton of capacity, and is inexpensive to build.

 

R.D.

Edited by QueerRudie
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I've always puzzled over how to build the Schwarzkopf curved shuttle loop in RCT like the Bullet that used to be at Flamingo Land.

 

How would you approach this coaster?

 

Ask and you shall receive...

 

Wienerlooping was a challenge to Schwarzkopf- to RCT II, it is as well. You need to have a little bit of faith and some practical understanding before tackling this project, especially when you consider that you will have to make some exceptions again with this design as with others in RCT II.

 

So let's take a look at how to build a Wienerlooping can be built in RCT II-

 

1.) Platform: 25 'feet' elevation is required for this ride; I have tried others and you end up with visual error on it. A standard six units in length is again used.

 

1844199400_1.PlatformHeight.thumb.jpg.59b96d0a224be65fe8a01fe7c7319890.jpg

Platform start

 

5350630_2.Platformlength.thumb.jpg.6d6394a5ede26744a3389924ad4b1363.jpg

Standard platform length again: Six units.

 

2.) Fanturn into drop: I will admit, this is one that is a no-brainer for building- basically, it's a 270 degree fan turn with an extention to it. To start this element, use a rising banked straight transition to the right:

 

206719933_3.Risingbenttransition.thumb.jpg.d5d5c32910bef606e8f6f27388cb5b47.jpg

Rising straight banked transition.

 

And then build the fan turn/drop towards the ground. Use wide-radius curves here.

 

1078902034_4.Dropintolooping.thumb.jpg.525cbe1b5ade5b81ca7fe264ef1f7f66.jpg

Drop to ground level before the entry to the looping element.

 

3.) Looping: Start this process off with a standard transition into the loop. Don't do anything special here. Your loop will enter on the left, exit on the right (See the picture, please.)

 

858012449_5.LoopingTransition.thumb.jpg.f82816b068584d78385b1b048c781b23.jpg

Looping transition.

 

6.Looping.thumb.jpg.4d95cb7f358698e17fe7fe9bb72c7341.jpg

Looping Element.

 

4.) Reverse spike transition: The spikes on this ride are the most challenging part of the build- partly out of the complexity of making the ride 'rideable' as well as visually effective and somewhat accurate.

 

1972615389_7.ORCandReversetransition.thumb.jpg.daacaf85f3d45e5f4fdf902e4d9e7ad6.jpg

On-ride photo, and the transition into the reverse spike.

 

To build the reversing spike, transition straight to a shallow incline, then add a bank left shallow incline. Add a wide-radius rising banked turn to the left.

 

1676797746_8.Reversespiketransition.thumb.jpg.176cf4448a5f7a2017e091e0c0428430.jpg

 

Transition into the spike as steep vertical.

 

718421862_9.Reversespikecomplete.thumb.jpg.515ca0e670bcf41457e470a3057a90e3.jpg

Transition vertically to the spike.

 

Then finish the spike out two more units. No taller, or you will collide with the lift spike.

 

5.) Lift hill spike: Start off by using a banked right (As leaving the platform towards the lift spike) and then a narrow radius banked curve to the right.

 

423060648_10.Liftspiketransition.thumb.jpg.697d5ece110875f53a2a3be6a451953d.jpg

Banked right transition.

 

674987422_11.Tightradiuscurve.thumb.jpg.0fe5fa5fc1d9baab71a07dcd97a92447.jpg

 

Using a shallow climbing transition piece, unbank and start to build the spike.

 

REMEMBER: THIS IS A REVERSE INCLINE SHUTTLE COASTER. ACTIVATE YOUR "LIFT" ELEMENT IN THE TRANSITION PIECE OF TRACK FOLLOWING!!!

 

217775688_12.Liftspiketransition.thumb.jpg.4a8df78b2098f44dd562d568f000348a.jpg

Start your lift here.

 

Continue the lift hill spike vertically two more full-sized units. Your lift should look like this:

 

732518757_13.LiftSpikeComplete.thumb.jpg.7d8481d082ae74999562c80f911444bc.jpg

The complete lift spike.

 

6. Finishing the ride: Setup your coaster's mechancials, then run a test and set your colours as you choose.

 

1392300295_14.Operatingstats.thumb.jpg.a86dba7def0f01507b5c9b64c4a6514f.jpg

Setting up to operate your ride.

 

And there you go! One complete Wienerlooping coaster- ready for you to enjoy. I know there are liberties in the design taken from the original, but I find that this works best for what it is. I do have other variations, but I don't feel that they represent the ride accurately, nor do they 'look' right in the end.

 

R.D.

464050452_15.Wienerloopingcomplete.thumb.jpg.dedccf08384d2660a9ba40828320eecf.jpg

And there it is. Your very own Wienerlooping coaster, courtesy Schwarzkopf.

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You are really great at making these. I got a request of my own: I'd really like to see how you could make a jumbojet look good. I've made one good since the first RCT came out and it kinda bugs me. I'm thinking in lines of Whizzer at SFGAm. would be really nice if you showed how to do something like that. http://www.themeparkreview.com/parks/photo.php?pageid=43&linkid=277

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How to build a Speedracer (Version 1 of 2)

 

I've had some requests for this variation here and via message- and thanks for those. Let's take a look at building a basic freeform Speedracer, based upon the Whizzer twins at the Great America parks.

 

There were originally four Speedracers built, the Whizzer twins, Zambezi Zinger, and the Big Bend coaster. Five were planned- but the fifth never made it off the drawing boards, sadly. Later, a sixth was built, but has nothing in common to the originals (It featured a chain lift and standard Mk2B trains; the ride still exists in Kuwait.) They featured very similar elements, including the rotary lift hill, gentle but fast drops, and a fluid, smooth layout. Building a Speedracer for your own park should follow the same rules as these rides.

 

1.) Platforms and the basic lift: I have tried numerous variations on this, and they generally work the same, depending on what you are looking for in a ride. The most basic is to have the platform then into the lift, although one could add a run-out track as needed. Due to the limitations of the game, one can't directly build the 'extended' ramp up into the lift as in the Whizzer twins, but using the run-out method, one can build something somewhat similar to this.

 

1514383923_1.GroundPlatform.thumb.jpg.e91ecf658142ab32a29d4a4da20b3e92.jpg

The 'basic' platform

 

950987573_2.RaisedPlatform.thumb.jpg.3cd82e3e06e8894aca40d07b781fe50d.jpg

Elevated platform

 

55740912_3.RaisedPlatformstandardlift.thumb.jpg.1555f109451eaddbbcdabcc2bd17dac1.jpg

Elevated platform- standard lift

 

464069826_4.RaisedPlatform-extendedlift.thumb.jpg.3ed068ba025a4eb4cbe7a6910a2511aa.jpg

Raised platform featuring the extended run to the lift.

 

For this design, we will be using the basic, ground level platform. A full-length 12 unit platform is used- as blocking in RCT II using the Speedracer trains is nearly impossible to do accurately, but if you choose to do so, beware. You will, for the most part, end up with a much lower capacity, or worse: Stalled trains.

 

142611726_5.GroundPlatform-standardlift.thumb.jpg.ba0346bf497bf3a822dc470ad1b5c22f.jpg

Ground platform for this particular ride

 

2.) Basic Layout: For a Speedracer, Schwarzkopf used smooth, free-flowing elements, giving a very smooth, but still entertaining ride. Steep drops were for the most part avoided- partly due to the car length (The standard Speedracer Mk1 cars were much longer than a 'standard' car, even with the wheel base) and partly due to the nature of the rides' themselves. RCT II gives you a wonderful system for doing these rides, as it is almost entirely basic building- without a lot of the problem elements other coasters in RCT II have. Since we're building a variation on the Whizzer, the layout will be similar, but within the constraints of the game itself; once again, there are more complex directional changes that RCT II does not have built into it.

 

The drops on this coaster are shallow, and tend to be longer than a traditional Schwarzkopf layout. None of the Speedracers had steep drops built in, and this is something I see in many peoples' interpretations of a Speedracer: While deeper dives were used on Big Bend and Zinger, they were not on the first drop, but more as a mid-course dip along the way.

 

290676769_6.Standarddrop.thumb.jpg.47789acaa6551080528cd3ce65912b1d.jpg

First drop: This is similar to what Schwarzkopf built on most of the Speedracer coasters.

 

Another 'feature' that the Speedracer coasters had in them was shallow (and long) returns to elevation. This in RCT II is a great blessing- as you tend not to waste energy with these. In addition, you can keep the smooth, fluid nature of the designs without complex hills on return (The steep up into three shallow ups that is a common mistake of these designs in RCT II.)

 

1639064667_7.Returntoelevation.thumb.jpg.bac7748339c36aa0e05a419844159868.jpg

Returning to elevation: You can in this design omit the banking if you should choose to do so.

 

2087148845_9.Seconddrop.thumb.jpg.80169458137b802c1e6d129b5af2709b.jpg

Second drop

 

In order to 'fly-by' the lift structure, we need to manipulate things just a bit. In this case, where on Whizzer the radii of the turns could be tighter, we don't have that luxury here. To replace it, a straightaway section before rising into the lift is used.

 

1226611006_10.Returntolifthillflyby.thumb.jpg.2d7a5c5f8b6a7d1838939498c791f6e7.jpg

Return track towards the lift- and the fly-by element.

 

Following the fly-by element, we return to the ground, to make the rest of the journey closer to Earth.

 

1309973522_11.Flybyandgroundturn.thumb.jpg.a8916c27075150e01623f2b7ec1a29c6.jpg

Lift hill flyby and drop to terrain level

 

Passing under the structure, and over the 'brake run' (omitted in this design due to the full-length platform), the trains then turn into a bunny 'dive' then into the helix.

 

479503810_12.Bunnydiveandhelix.thumb.jpg.3c314ffd5ec7fdc0e1c26fb0d685ae50.jpg

Bunny dive and helix element.

 

Finishing up with a run-out track (Also necessary due to the restrictions of RCT II) we have a complete layout:

 

2101408559_13.Completelayoutversion1.thumb.jpg.b4d677db3afc85fe97a1c2dd8aa8efa3.jpg

Final layout from the 'air'

 

And there you go, one Whizzer, ready to rock from the ground up.

 

Variation: After looking at this complete design, I realized there was an opportunity to 'plus' the design by adding a floater air-time hill to the layout- after the second drop. Not very large, not very intense, it keeps in line with what a Speedracer coaster tends to do as a 'family' class coaster.

 

563829456_14.Variatontwo.thumb.jpg.d26821c5068bf1691b87a80453003bd1.jpg

The airtime hill.

 

1984086648_15.completelayoutversion2.thumb.jpg.283a4763dcdcf0d03beafbf6c49cef4e.jpg

Layout with the variation installed.

 

Notes: Some of the most basic problems I've seen with the Speedracer in many parks is the 'overly large' lift hill. Realistically, a Speedracer should not exceed (From 'base' ground, mind you) more than 85 ft in elevation, nor should it be overly long, unless you want long lines for your ride- and unhappy peeps. Most Speedracers were less than 3300 ft long, and around 80 ft. tall; in this version here, the ride is 2900 ft long- and 70 ft. tall. It allows for a nice, balanced 2400 pph capacity, and keeps the lines moving- and the peeps happy.

 

Another common problem is using the 'shorter' trains at two cars or three cars. While this is part of the design funtion of RCT II, none of the Speedracers were delivered with less than four car trains. (The 'cousin, the Jumbo Jet, could be operated with one, two or three car trains, for example, but we will cover that in a later update.) The shorter trains, while perfectly acceptable, tend to have issues with stalling on longer layouts- and as a result, I avoid them.

 

Blocking: Don't do it. You don't need to. Use the full-length platform, and build a shed to cover the rest of the course. Blocking on a Speedracer in RCT II is nearly impossible to do easily- as invariably the trains tend to stall afterwards, and you lose too much momentum. They really are unnecessary, unless you are going for hyper-reality. I have yet (in 10 years of experimentation) been able to successfully build a Speedracer with blocks- as much as I've tried to do so.

 

Smoothing out a design: This might be the most common mistake I've seen so far. Try not to adapt the ride to fit the land, but instead fit the land to the ride. Schwarzkopf was a notorious tinker with designs, and often, if he could not get the ride to look right, he'd scrap the design, and start over until it was to his standards. In RCT II, you will find that is very similar. Sometimes, people squeeze the ride into the wrong spaces, and end up with mutated track layouts that don't look right: Either they have bends in the track which don't look fluid, or they have track that does things that make no sense whatsoever. I can say this: The more fluid the design, the more accurate it will look in the end. If you can't adapt the ride to be fluid and smooth, dump the design and start over. Yes, it's a pain in the ass, but for accuracy, you really want to do this.

 

I'll be posting a "Version 2" of the Speedracer in the next few days or so, featuring a more compact layout, as well as how to make a second spiral lift similar to that of the Big Bend at SixFlags over Texas.

 

R.D.

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Alright, here's an odd challenge mainly due to the limitations of RCT2. How would you attempt a coaster like "Thriller" (or Zonga, or whatever its name is now)? Since RCT2 doesn't have the circular loops Thriller had, I've began to wonder what your take would be.

 

And the Weinerlooping was pretty cool. I've attempted those several times only to have it look funky.

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Just a quick update... and a teaser for the future:

 

First, thanks everyone for reading and leaving comments: What you post in here, I will build if I can, and show how it is done within the constraints of the game. I have four updates currently in the works, including a 'do's and don'ts' of Schwarzkopf building. If you have a ride that you'd like to see, let me know, and I'll put it in the queue.

 

Re: Thriller: Sadly, that's not a ride I would even consider attempting in RCT II, as it cannot be faithfully done using the Schwarzkopf track provided in the game, nor does that track currently allow for the oversized loops- let alone the more complicated elements along the way. I have a policy that I won't be doing anything as a recreation that cannot be done without respect and faith to the original designs, and RCT II doesn't allow for you to do that, sadly.

 

Re: Multi-Loopers: Well, here's a teaser or two for you:

 

Doubleloop.thumb.jpg.bd19058e8c3668b412776b8daf8614a3.jpg

Coming soon: Freeform looping...

 

1555343162_Dreierlooping2.thumb.jpg.262e5fa6449a193d4cf1611697713743.jpg

... And a Dreierlooping variant, too!

 

One of these two will be featured early this weekend- or next week along the way. And let me know what you're interested in reading, too.

 

R.D.

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I would like to see how a katapult model is made through RCT2? Because knowing how those are made - should lead to an interesting enough look or tutorial.

 

Chris, the Katapult is a difficult- but not impossible recreation to build- granted, you will again have to suspend reality in the design. I'm working on a 'close but not quite' version of it- and will release that in a future update.

 

Loopingracer I:

 

The most commonly tried to replicate coaster in RCT II is the Loopingracer. These steel coasters evolved from the Speedracer series of coasters, and became Schwarzkopf's signature coasters for years to come. There were three variants of the Loopingracer: The first generation Revolution/sooperdooperLooper series, the second generation heartlinelooping series (Mindbender and ShockWave) and the third generation (Anaconda and others.) They combined the fluid, smooth layouts of the Speedracers, with the thrills of the Klothoid vertical loop elements. The first two Loopingracers were in fact just that: The track system and supports varied none from the traditional Speedracers- save the Mk2 vehicles that ran on them.

 

So let's look at how to build a Loopingracer in RCT II.

 

1.) Platform: As with other Schwarzkopf coasters, a seven car train is used, so a six-length platform is recommended. You can use a shorter one, four or five units, to make for a five or six car train- but you will need to compensate for that in the height of your drops to allow for speed variance. Almost all of the Loopingracer coasters had elevated platforms- so we shall here.

 

1.Platform.thumb.jpg.8ef4e8dd42a356b06a85ab3d470a6838.jpg

Platform

 

This particular model we are building will be delivered with four train operations, so the brake run must be built accordingly. NOTE: I do use a 'cheat' of sorts here by powering the trains off their block positions using lift chains. Until the day that RCT II develops proper tyre drives, this will have to do- and is in fact accurate to Schwarzkopf's own designs.

 

1177567767_2.BlockBrakeRun.thumb.jpg.2ededc0c558f13e7462008a045af8b70.jpg

Block sections.

 

The lift hill runout: Most Schwarzkopf second and third generation Loopingracers featured these sections of track. While not required, I find that it helps to speed up the train dispatching in RCT II- thus the dip into the runout track. You can use a powered assembly track as well- and that will work just fine, too.

 

1510063490_3.Runtolift.thumb.jpg.cf40886678892de55604bcc155f4cf44.jpg

Dip into the lift track.

 

2.) Lift hill: A Loopingracer isn't all that tall; most of them are between 75-90 ft. tall, with very few exceptions. Some of them featured some sort of track configuration before the first loop, and terrain interaction was encouraged where possible. Here, the ride is on a flat-plot, similar to the Heartlinelooping ShockWave at SixFlags over Texas. The design, however borrows from the Revolution at SixFlags Magic Mountain.

 

629736623_4.lifthill.thumb.jpg.f2ddba604b1b3c23125d8fda41479c7f.jpg

Lift hill.

 

1424092907_5.Firstdrop-loopingracerturns.thumb.jpg.68906cd8d9f1e2a2fca834cd978dc290.jpg

Drop and turns.

 

Note the direction changes- and the according drops: As the new MK2 cars are used on these designs, steeper drops, not unlike what Schwarzkopf used, can and are used here.

 

2088779480_6.seconddrop.thumb.jpg.a6e1004b8ec6e16fb5ed75e4f16edf04.jpg

Dive to terrain level.

 

2140419492_7.rotaryelementandfirstblock.thumb.jpg.ae4cca208cc72a2340ffa9fbdd3f690e.jpg

Ground helix and the first block brake.

 

3.) Looping elements: Here is where you can either make it or break it with your design: In the case of the Loopingracers, they all featured exactly the same type of loop- and for that matter, exactly the same type of loop access: Either a flat runout into the loop, or a steep long runout into the loop. None of the Loopingracer class featured bent dives into the inversions- those came later with the Large Portables and Customs (I'll work with those in a future update.) In the case of our coaster here, we wil lbe using the original Loopingracer acceleration ramp drop into two inversions.

 

1873188149_8.Blockintothirddrop.thumb.jpg.344e19dd188136c7ada7176cde8406d2.jpg

Off the block into a straight-line drop.

 

The loops themselves are rather simple: You do not need fancy trackwork to make them look right in RCT II. Let the natural shape of things work the design to your favour here. Some of the most common mistakes are flat track prior to and while exiting the loop, as well as funky bent track going into the loop. If you can't do it 'naturally'- re design your ride and try it again. It's that simple. However: IT IS OK TO USE FLAT TRACK IN BETWEEN TWO LOOPS ON A SCHWARZKOPF COASTER- In fact, I encourage it for the most part- as it is accurate to what Schwarzkopf did himself. In the case of this ride, I'm using that section for the on-ride camera.

 

439932962_9.DoubleLoopandcamera.thumb.jpg.af741185efadaf79df06f451b71e3678.jpg

Double Loop and photos

 

Exiting the loops, we head up into the second block zone.

 

1012354684_10.SecondBlock.thumb.jpg.de4b2729a5f951584bb89e96205c3995.jpg

Second Block

 

4.) Speedracer turns: All of the Loopingracers featured elements in common with the Speedracers; namely helices, swooping turns and often some form of gentle hills and long turns. On this coaster, the same is given. Off of the block, though, you will see something that is rarely used on ANY Schwarzkopf coaster: The narrow turn banked dive.

 

632303946_11.Speedracerturns.thumb.jpg.90644edc134e5dd6cd5413e52dac8186.jpg

Speedracer elements: Hills, Helix, long curves.

 

One of the biggest no-nos for Schwarzkopf design building is the narrow turn anything. DON'T DO IT. Walk away from the temptation to use it- as it really didn't exist in His designs. The only time one CAN use it and get away with it is your trains are moving slowly- such as off the block brakes- and only ONE short radius turn should be used. The same goes for helices: They do not fit well with Schwarzkopf's designs- as His helices were always broad in scale.

 

928387182_12.SRturnsII.thumb.jpg.61330ca462f1859a8bc33b46bcddc127.jpg

Speedracer elements- and the run towards the brakes.

 

A short speed hill is added, and the train turns into a rising helix towards the brake run.

 

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Airtime hill

 

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Final Layout- version 1

 

5.) Finishing the ride:

 

As little as I actually use heavy scenery elements, I find that I'm dressing my platforms more often than not now- and the Loopingracer is no exception. I usually do something basic, much like the real ones at SFoT and SFoG; a basic, unpretentious building and a few trees or shrubs.

 

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Platform before...

 

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... and after coverings are added.

 

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And here are some of the stats for DoubleLooping

 

A word about balance and blocking your ride: I've found in many cases I will have to revise a design- even after opening it- as there are problems that can arise with stacking trains, or trains stopping on blocks on the actual circuit. Usually this can be avoided with balanced building, but even the best designers will have to re-think a design. This is exactly what happened here: I did not want an additional block brake following the looping element exits, and I ended up with trains stacking on the block there. So...

 

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After the helix is removed.

 

SNNNNIPPPP... and it's gone. The results now allow for the trains to flow freely- and in the end, no stacking either at the platform or on the ride.

 

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Decor finished- ride opened.

 

And there it is: One freeform Loopingracer.

 

R.D.

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Really well produced and easy to follow guide! Love these kind of things, and wish that more of them were on the forums.

 

I look forward to using some of these designs in my own parks

 

Edit: Very excited for the Dreierlooping btw!

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  • 4 weeks later...
  • 3 weeks later...

One Loop Wonders:

 

Having read through a few of the requests pile lately, and finally having some time to work things out, I'm happy to show off a 'modified for RCT 2' One-Loop Wonder.

 

Technically, this ride would be a hybrid of the Silberpfeil and the LoopingStar, but in all reality, it is closest to the former. Since there is no (current) way to build looping track on a 45 degree angle, as Schwarzkopf did, you have to make an adaptation that in the end will work nicely in creating a ride that works well for parks. Also, I reversed the ride's profile for clarity sake; you can reverse the design provided to fit your park as needed.

 

So let's take a look at a One Loop Wonder (Version I)

 

The platform for this coaster is the standard six-unit model. (You will notice I use this as standard in most cases- as it helps to boost capacity by train length.)

 

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Platform

 

Since this is based upon the portable designs of Schwarzkopf, a single powered segment of track to boost trains out and into the lift hill segment is required. Once again, this is a modification off a traditional Silberpfeil design to fit the coaster to RCT 2.

 

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Platform departure

 

The lift hill is a short but sweet 55 feet tall. No real frills here at all, you don't need it.

 

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Lift Hill

 

The drop is quite easy on this one: As you can see from the pics, a shallow entry into the 180 degree banked drop accelerates the trains nicely.

 

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Drop-curve

 

And then we loop. Once. In the 'reverse' model here, you enter right, exit left; remember if you're building the 'standard' version, enter left, exit right.

 

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Installing the looping element

 

Leaving the looping element, a few segments of flat, straight track are required (for clearances later on). I use this section to install a camera assembly- profits, of course! Three segments including the camera mount are required.

 

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Runout and camera into turn

 

A ground level 180 degree turn is required to line the track up for the next 'stunt' element. Here, using two mid-sized banked turns works great. I DO NOT use a Helix element here- as it isn't required. Transition the track into a rising banked curve upwards after the 180 degree turn.

 

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Rising turn

 

Level out the track at the top, and continue the turn to the right with a large sized banked turn. Go 180 degrees around, and add a single segment of banked straight track (This is the only concession I make in this element due to the location of the looping element.)

 

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Block brake: You can build your coaster without this; I do, as it boosts capacity to three trains, however, if you choose to eliminate this and have a two-train operation, you may do so. Threading the loop is used, as is the case with the Silberpfeil

 

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Block Brake

 

After the block brake, a Helix element is used to add some length to the coaster, as is the case with the Silberpfeil coaster as well. Dip off the block (Elevation 25 to 15) and immediately bank the track to the left while leveling out into the helix element.

 

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Afterblock

 

A 540 degree descending helix is used. A short runout track follows to allow for the train to clear the first drop.

 

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Helix

 

From this point on, we're working with the end of the ride, so it's some backwards building that meets up. Start by placing a single block brake at the end of your platform, space it out with one straight track, then a powered track section. Follow this with a flat, tight 90 degree turn to the left into the powered section.

 

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Block brake/return track

 

After the turn, install a single block brake, a single straight track, a powered section, and then a STANDARD brake unit set for 18 MPH. If you are omitting the mid-course block brake, remove the block brake from this section (you don't need it!) and set the STANDARD brake speed for 13 MPH.

 

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Second block (Optional for two train ops)

 

Returning to the track under the first drop, bank to the left, and add a single wide radius turn. Unbank the track and enter a shallow climb out from the turn.

 

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Bunny Hop

 

Rise up to a height of 10, then drop down, banking the track at the 0 elevation to the left. Add a single wide banked left turn to line up with the brake run.

 

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Bunny Hop II

 

Line up the track, unbank it, and the track will be finished. You now have a One Loop Wonder.

 

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Finished

 

NOTES:

 

I've found the three-train operations are a capacity monster, eating upwards of 3600-4000 PPH without difficulty. The design is cheap enough to build in a park with limited funds, and racks in the cash easily. It is great if you need (or want) an indoor coaster without the weird sizes/shapes normally associated with indoor coasters.

 

When building in a queue, adding a large enough switchback building/section is a must. I normally build the queue with around 300 people in mind- sometimes more, sometimes less.

 

Ideally, your One Loop Wonder will dispatch trains every 11 seconds, with a maximum time of 14 seconds in the platform. Lift speed should be set to 6MPH.

 

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Scenery & Platform/Queue house

 

Enjoy!

 

R.D.

Praise be to Anton, Amen.

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RD - are we going to see the full showcase of rides you've built up for download? Because, whenever you put production wrap on this project or showcase. I would like to take a good looksie myself and see what you've scouted up and done - plus, you still owe me that explanation of a Katapult recreation.

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