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Loefet

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Everything posted by Loefet

  1. Swings are almost done, just some signs to be put in place.
  2. ^ Crazy, I can only agree. And no.
  3. More news: More: http://nolimitscoaster.de/news.html
  4. I'm pretty sure that NL doesn't support moving 3d objects, it would be cool though.
  5. My guesses would be: Too steep Too fast To small radius of the top part
  6. The Drop Tower has undergone a unbelievable transformation compared to the picture above.
  7. ^^ Even if a Sky coaster would be a great idea, there isn't any room for it though. ^ I haven't counted the hours, but some of the stuff dates back to last summer. Now I have now some great car-textures, thanks goes to Tanner!!. Name have been censored.
  8. I'm in the finishing stages of construction objects now, just some small stuff to add on one of them. Then it's time for colors/textures and Project Power is done!!
  9. Have started to work on this coaster again (after weeks of not touching it) and will hopefully release it sometime next week.
  10. Really awesome idea, supports and layout. But it lacks in heart-lining and pacing. And you shouldn't have a brake section in before the launch, just a launch. Look at: Formule X Bra jobbat annars!!
  11. 1. Past trips, to be able to get ideas. 2. No idea. 3. Not too bad. 4. Japan 2004 trip. 5. Almost never. 6. I clicked it for the first time just now, to see what it does 7. Since I always goes to the forum, then changing the front page wouldn't do anything for me. 8. ...
  12. Here it is. You can add some speed to the launch if you think it is a bit slow over the top hat, but inly so that you max pull 5 g's vertical. If you have my "Circle Builder" objects then you can see how I made it. Glad att kunna hjälpa till. test.speed+tophat.nltrack
  13. ^ How much lower should the exit be compared to the entry?
  14. ^ By how much? I have made it so it almost stalls at the top as Kanonen Also how wide, it's 20 meters at the moment.
  15. ^ Do ypu want the down part to be lower as it is on Kanonen or should it exit the same way that it enters the top hat?
  16. The problem is: To little heart-lined and the transfer from vertical to the to of the top-hat is way to abrupt. First of all, you should make the top hat more parabolic to get a more sustained airtime, and then you should make so that the lead in starts further down. By just moving the node that makes the 90° twist 2 meters to the side I managed to remove the spike completely. maelstrom_125(loefet).nltrack Like this!
  17. ^ It would help if you posted the track / pictures so we would be able to rate it.
  18. Well my brother measured the acceleration data on TTD while on the TPR Midwest trip. It says .2 g's just because the track is a bit slanted but also since the sensor isn't mounted perfectly vertical, but we are working on to get the program to recalculate the data to calibrate it, and by doing that remove these kind of offsets.
  19. Hmmm, havn't you already posted this coaster? It still have the same problem as before, LIM sections badly shaped hills and a head cutter at the far end.
  20. Well if you calculate the launch force from those numbers you will get the average force speed, and not the force you experience depending on time/speed. You have to measure the the forces unless you want to bit on some really complex equations. However those average numbers are a good and quick way to compare different launches in intensity. The Intamin Accelerators keep a pretty good constant acceleration force but not fully, here is a measurement of the launch of TTD so you can see how it "looks". I also added the launch time.
  21. ^ Yes smaller pieces are easier to handle, especially to get the banking right. But many of them have been put through AHG, and the result is many small pieces. Yes he used AHG. Great work on creating the first powered stand up. But if you work harder on your tracks you can make them as good as coasterlover420 or mine. Aha, but here's where I get away with that, because if you notice, none of the tracks that intersect go through the corresponding tunnels. I thought that through for days! And the MCBR shouldn't be a block brake. I designed it to not be a block. I guess I didn't notice that before I uploaded it... (and I went back and changed the track so the MCBR isn't a block) The tunnel hit is just a minor one, and since the train below isn't moving at high speed, I doubt that it would be a problem, but still one of these things that should be fixed. But it's just a case of "bad" design since the brake run should be on the same level as the station from the first case. And why did you remove the block from the MCBR? Since by doing this you gave the track a bad case of the "stacking syndrome", to make it stop on the MCBR you should either increase the brake force, make that segment higher or a combination of both of these.
  22. EDIT: Didn't see Dbrus track. Yeah LIM sections should be straight.
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