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Sasquatch

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Everything posted by Sasquatch

  1. Thank freakin' christ last year is over with! It was a crappy year for me to be honest! 2009 looks very good at the mo; gigs, recording, theme park season from April, and free money!! woo!!
  2. yay impressionability!
  3. Yeah i know where you mean, its just a matter of preference really! If a coaster is really intense all the way through and doesnt let up, then the intense parts dont have as much impact as they could, because you gradually get used to the forces. If you put breaks in (such as raised slower sections) then it makes sure that this doesnt happen generally, like Dreier Looping (which is about as forceful as it gets) has loads MCBRs to break the ride up a bit. Like i said though, its a matter of preference; you might like rides to be intense all the way through, some might like some intense bits interspersed with gentler sections. I used the terraformer to raise the land, then used the 'cut track path' function to get a rough idea of where the ground should be in relation to the track. Then i just used the basic terraformer in the editor to make little adjustments, such as the underground tunnel and the hill where the first turnaround is. Thanks for the comments!
  4. Ive tried with all my coasters but my crappy computer just wont have it! Im really sorry, i would if i could
  5. Heres the first coaster i made for KFC, Bear Chase! It features 9 air hills, 4 sharp banked turns, 2 horizontal loops, and a super-compact layout. The layout is also based on that of Nemesis (Alton Towers, UK). Bear Chase.nltrack RIDE MEEEE! Overview in the editor TUNNEL SHOT! About 2/3 of the coaster Lift and first drop.
  6. I've been working on a bunch of woodies for some time now that were a little bit GG, and little bit CCI and a little bit GCII. So, instead of letting some other manufacturer take all the glory I decided to make my own design company: KFC! (Kick-ass Freakin' Coasters) So from now on, any new woodies i make will be posted in this thread to save forum space. Keep your eyes peeled!
  7. Yeah i agree with DBru, it seemed like you didnt use the smoother on some sections of track , which is vital for creating GCI or GG woodies. But decent layout and decent pacing, well done!
  8. By the way, you can reduce the file size by opening the screenshots in Paint and saving them as JPEG files
  9. Thanks for the comments! Unfortunately i had to make the ending short, otherwise the train would valley if it was e-stopped at the block brake. I did experiment with different endings, but figured this was the best because the ride is short and punchy and a constant speed, making sure that the ride doesnt saunter back to the station at a snails pace (which is boring). I see what you mean though!
  10. Could you post the original track download? Track packager is refusing to work for me, after countless attempts at installing such and such to try and get it going. GRR! Thanks in advance x
  11. Hmmm i checked the layout a massive number of times and i could have sworn there were no tree hits, ill check again some time. The acceleration gs in the station are accurate to vekoma coasters that use friction wheels (such as their motorbike coasters), and arent that extreme! And i dont understand the last one! But thanks for downloading and such!
  12. My latest creation started off as an Arrow (hence the initial turn out of the station), but smoothed out into a Vekoma! Download, comment, make a sandwich, enjoy! The pictures are all mirror images because my laptops screw'd up. No idea why. Bigfoot's Revenge.nltrack Wheeeeeee! Overview in No Limits Horizontal Loop Layout First drop
  13. I just found a guy i really like!
  14. Freakin' WOW. I soooooo cant wait till you release this! you must have the patience of a saint!
  15. So Vekoma are pretty terrible... at everything almost... but come on, surely there must be *one* shining star in the Vekoma bedpan of coaster design? Which is your 'That wasnt so bad' or 'It could have been worse' ride? Could they possibly be worse than Arrow? Hell, you could have crashed the car on the way to ride your 'That wasnt so bad' Vekoma! What do you think??
  16. Well, i thought 'what would BM do?' and i couldn't think of anything.. So i thought 'what would Giovanola do?' and this is the result. Which transitions are sudden and bumpy? i thought the majority of them were pretty smooth! BM does use pretty sudden transitions anyway, and some of them aren't exactly smooth
  17. Remember when i started the 'Inspiration' thread? well, this is the result of literally HOURS of clicking and dragging and eating sandwiches. Here is my latest coaster, a BM Mini Hyper. At 111ft tall, this relatively small coaster packs in two 81ft drops, a 95 degree overbanked turnaround, 7 ejector hills, a top speed of 51/52mph, and an ENORMOUS capcity of 3360 riders per hour. Hell, even E-Stop cant stop the airtime! Download, comment, you know the drill! Dolphin.nltrack Download! Overview! Kerrrrazy headchopper supports Turnaround and stuff! Oo lift hill shot!
  18. Supports are easy, you gotta be lazy, just like Arrow! The prefab supports are fine for most of the track.
  19. Kumali is at Flamingoland, and IMO it goddamn isn't worthy of any 'good' or 'best of' lists!
  20. Unfortunately, one or two of the stats are off. For example, according to RCDB Vortex's top speed is 55mph (after a 138ft drop) which just isnt really possible (it reaches about 61/62mph). And the length; again, according to RCDB its length is 3800ft, whereas mine reaches only 3431ft. I mean, wtf? I measured everything accurately, so RCDB might be off or something (Its probably me, but you never know). Anyway, almost done!
  21. Hey are those custom supports, or just the built-in GCI supports?
  22. Ohhhhhhhhh ok lol i thought i was some kind of jab at me, i should lose the paranoia eh
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