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AJClarke0912

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Everything posted by AJClarke0912

  1. Haha, that totally happens to me! The cars usually fly off of the track and crash and burn and all me and my fellow riders think is "darn, I guess it's broken" lol. Kinda weird. I actually don't dream about coasters TOO often, but when I do, it often involves a wreck where we're all like "oh well" haha.
  2. Rated! https://nolimits-exchange.com/coaster/pulse/4485#29666
  3. I'm really happy that I won! I can't wait to get my first TPR Bag of Crap! Thanks to everyone that voted for me!
  4. All I can do is cry for you lol. That is terrible. I can barely do an endurance race to begin with. Forza 4 better not freeze like FM3 did lol.
  5. Looks to be quite good! I'm interested to see how the trackwork stacks up...it looks to be of solid build quality.
  6. Definitely has that Newton feel [not-so] underlying throughout. Your transitions are a bit simplistic and spartan, and the barrel rolls didn't seem like they had any airtime in them...it looks like you simply just twisted the track in Newton, which isn't too good. Next time, really factor in the airtime like real life and I promise you the rolls will come out a lot better. Still a lot of stiff, single-zoned transitions here, but overall not a bad ride.
  7. Even if the ops missed checking your seat the ride does have a redundancy system built in that will not allow the train to dispatch with an unlocked restraint. Yeah I was gonna say this. Same with the Drop Tower story that someone else shared. Even if they pressed the dispatch button, it wouldn't dispatch without all of the restraints properly locked. The button (I assume) would just do nothing, or flash some light that indicates that not all the restraints are properly secured.
  8. ^^Huh, I was pretty sure I just tried that. Maybe I did it wrong or something.
  9. The tracks looks alright, but the 3Ds look amazing! Great job on them!
  10. Ehmmm...still not really following lol. I'll try something else though.
  11. ^^That doesn't work anymore. I think booster tracks now only increase speed in a given direction, which rules out the "moving from a stand-still". I can no longer sit on a booster rail, push a button, and have it propel. The booster track lights up, but doesn't move the car.
  12. While it would be nice to give money out to everyone in the world in the billions (since it's unlimited), that would obviously ruin economics and inflation would be through the roof. I'd probably get the obvious: a sweet house, MANY sweet cars (LFA, Agera, 458, -off of the top of my head-), then probably get a design team to make a dream coaster. I'd get B&M to make a smashingly intense terrain invert like Nemesis. I dunno. Maybe just raid some kind of mountainside, speed dial GCI and make Mountain Flyer x3. I probably wouldn't run a park though...I'd just put up a bunch of awesome rides for personal and public enjoyment for the sake of making awesome rides. I mean, with unlimited money, you could make a full circuit, lift hill powered tera-coaster if you wanted to.
  13. lol, Love the on-screen math. If you were true nerd though, you'd use a derivative to calculate the slope at its steepest point and you'd then figure out the degrees. But I guess you don't know the function so nevermind. But still, that would have been awesome lol. It looks pretty unique I suppose...not sure how it rides but it's definitely different and it seems to have solid trackwork.
  14. ^Yes, tight rolls can be done correctly. Problem is, a lot of people just head into Newton and yank the roll the other direction and don't account for any positive force change, so it looks and acts really weird (like the example shown). If you do tight rolls correctly though, you can actually make them quite rapid.
  15. I'm making a Minecraft coaster too, and I was wondering what you used to automatically propel the cart out of the station (if you have a system setup). If you know of a way to do that, let me know! I finished the layout to Diamond Force, and I'm basically trying to make it have a working station (where the cart waits, lets you get in, and takes off with the push of a button) and a working block system.
  16. To summarize, it's usually track that appears "overheartlined", which isn't necessarily true, but it looks like that because: - Roll rates are too fast. - Construction of track is really simplistic. * Because of those two factors, Newton-y tracks tend to ride very wavy and rotate with extremely high torque. Since a lot of Newton users are just starting out, a lot of tracks are simplistically constructed. Therefore, many of them are inaccurate, AND they all look the same. So the term "Newton-y" comes from the fact that it looks like your basic Newton track that was created very quickly (whether it was made quickly or not). Designing with single-zones (or designing in multi-zone but not actually using it for its purpose) is a major culprit to a lot of Newton-y tracks, as well as not tinkering with transition types, not factoring in airtime on inversions (simply twisting the element as you see in the video below), and extremely heavy (and ejector) G's. The term itself probably derives from terms like "B&M-like shaping", where "B&M-like" is replaced by "Newton-y" as a company style if you will. It's like saying "if Newton was a company and they designed rides based on their roots, this is what it would be like", although that's not entirely the case. EXAMPLE: (not necessarily meaning to pick on HCL in particular, but it's understandable for a first Newton track, especially with Newton1, which had just come out at the time) Some people generally don't like to use that term, but I think it's okay to use. It is easier to say then quote the above description each time.
  17. You do realize that when you have no overlapping zones in multi-zone, you could just design in single-zone (which would narrow the selection so you can see what you're working on versus highlighting the whole element). I'd still recommend multi-zoning it, but instead this time actually using it for what it was made for. Try overlapping the roll over some of the other positive force zones and you'll see that the roll will be much smoother and more fluid.
  18. A K'nex coaster with realistic supports? Yes please! I prefer CoasterDynamix, but honestly, I prefer NoLimits over CD or K'nex. Less manual work, more benefit (greater detail). Although, you can't display your design on a table or something lol.
  19. Can't open it either. Looks like it might be corrupted somehow but I don't know why or how. I don't know how to help that either.
  20. ^I meant the tilt of the ride's lights. But yeah, it looks really cool.
  21. Skiing, marching snare, coaster-related stuff. I'm also generally interested into computers but not as a "hobby" so to speak. But I am taking a Java class.
  22. That first shot is so amazing! Such an interesting focal point (with the slight tilt and everything), not to mention it's an amusement ride.
  23. Yeah, it is! The Construction Kit used to cost money, but now it's been made free. Name: No_Limits-Free@Construction.Kit Code: m13959424-d11964450-QpmVtrT DOWNLOAD HERE
  24. You do realize you could use the Construction Kit to plop your coaster right into SketchUp so you can model around it, right? It'd be a lot easier! Quite a bit easier if you ask me. And it stays as a separate component upon import so it's a quick delete. Your ride is looking fantastic though!
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