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djbrcace1234

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Everything posted by djbrcace1234

  1. You're missing an art deco piece on the right hand side, and the way the lower roof is supported would not hold up the entire structure. You either need another vertical beam, or you need horizontal beams to ensure that if any weight was on the roof, it would remain stable. Just a realistic nit pick. There is a way to get rid of that Glitchiness as well, but you'll have to use the tile pavers in order to do it. But what you have here suffices, and compliments the area well.
  2. With zero clearence on, just place shrubs where you would like them to be.
  3. The white previews are glitches, put the same object over it and double click to remove. Hah, now I understand. Thanks, Coupon. What exactly are you trying to "hack?" I just need someone to hack the launch for me, every time i try it screw up the game and make the car disapear PM me. I can help out with that. Edit: the problem to me sounds like just an 8 cars issue though. You can also try Version 1.21 as this is the least buggy of the three versions.
  4. Just add some more small plant life in that Suspended picture, and change the footers to all gray and you have a beautiful picture that. It's good now, but it needs more "small touches" to make it well done.
  5. I'm not Understanding what you're saying other than it is not working for you. Can you clarify what you're trying to say? What exactly are you trying to "hack?" Easist way would change the operating mode to something like "free fall" and make a basic "Free fall" coaster where the cars back up and then fall down when the peeps load up. Messy, but it works.
  6. The concept is nifty, but the way the model spins so fast makes the ride look absolutely painful.
  7. And to think you wanted me to makes some "wild west" buildings for you in one of your parks. This is great!
  8. Just use 8 cars' zero clearance function, as this "connects the supports" and if you still can't connect them, use Absolute zero clearence as that will build through anything.
  9. ^&^^ So sorry! I only saw this now. :/ If you PM me what exactly you want done, I'll be happy to help out. Reviar. I'm not sure if any guide has been made, But I would suggest looking at rcdb.com for actual pictures. Or are you having issues with getting the supports to connect?
  10. I don't like the top supports for the brown, but the bottom =
  11. Maybe put some seats by the game stalls? Still, It's great like always!
  12. Clever idea to use the hedge maze. And nice use of layering here as well. It really adds life to the screen.
  13. Here are some. They're easy fixes: The loop is fine and all, but currently it's under supported. Keep at it though, because you've improved a lot.
  14. Situated in the heartland of this Nations' founding resides a park that has it's own legacy as being the premier destination for decades, due to it's popular adjacent lake property and many amenities that are snuggled into a snug 120 acres. And to this day, Fellville strives to cater to all ages, no matter what. But Fellville has embarked on what many considered a suicidal investment--to be the first park in the world to flip rides twice on a short, but highly intense roller coaster. Many skeptics in the past may now have the proof that it is possible to "safely" flip riders. The remarkable breakthrough was provided by a company that builds dreams, quite literally. After the success of their first Tubular Steel coaster, Mattherhorn Mountain, Arrow Dynamics, located in Mountain View, California now hold another title to being the first company to find the needs of technology to flip riders not just once, but twice! And to prove just how popular the new attraction is, just ask the thousands in line waiting on average 3 hours to get their chance to feel the pure adrenaline that Cork Screw provides. “It’s scary!” said one man after just getting off. “I may have waited half my day to ride this thing, but to say the least, it was worth it,” he continued to add. It may be one’s ultimate fear, or joy, but all we know today is that Fellville may have made its self bigger on the map, but only time will tell on that prophecy. Here is a quick area of the Corkscrew elements on the ride: Also opened with this addition was a little corner bakery. You better grab a bite before you hit the long lines out there! We warmly welcome all those to take a ride on Corkscrew, Only at America's Old time park!
  15. Some of your supports are off for a realistic building style, but these do.
  16. Hey Tyler, Have you thought of using the Togo Stand up track for the loop? I think it better fits, but this is duable as well. Outstanding, to say the least though.
  17. The Kings just got screwed... Bad call, Refs.
  18. I'm no Engineer, nor a designer, but only having one rail to move these cars (which I'm sure will be heavy) on, wouldn't this rail be subjected to extremely high lateral forces considering this coaster relays on circular movement rather then linear? I mean, I can understand simple maneuvers, but with some of these "wow" maneuvers seem to project a lot of strain on the track. If someone can help clarify this, I would appreciate it.
  19. Building proportionally is recreating a ride basically not at the actual specifications of the "real" ride. So if Griffon has a drop of 205 feet and I build it to a scale of 3/4 it's size (to get a better affect with the Immelmann) would have a drop height of only (205* .75=) 153.75 feet This basis is more to create the aesthetics the ride conveys as it will "look" more picture perfect. Hope that helps, and good luck with this.
  20. You have one problem if you want to recreate this: You either build the coaster to the actual specifics, or you build this proportionally because the way you're building it now, you're going to have major pacing issues. Take this picture of yours, to the actual thing: I can see you're building the first drop as the advertised height, but your Immelmann Inversion is off quite significantly. I understand the Limitations of all RCT based games, but a pacing issue can be avoided by either elongated inversions/ layouts to their designated heights, or by building proportionally. Other than that, it's a nice start.
  21. Well, Route 66 does go into California, as well as Interstate 40 as portrayed in the film. I completely understand the concept, but what I meant by Disney just slapping this together is the fact that they're relying too much on their movies to make this a better fit, and that's what I don't like about it. Granted, it's what Disney does, but that's what I thought made the "old" California Adventure Unique. It wasn't filled with much Disney intellectual property as in movies/ franchises. Yes, I also understand this is the main demise of the project, but other parks in the Disney chain didn't start this way as well. (EPCOT and Animal Kingdom comes to mind.) Don't get me wrong, I'm very happy that Disney is trying to make DCA a better park, but with so much Disney Related stuff to make this new concept work, I feel as though DCA is becoming the Dump Place for rides that can't fit into Disneyland.
  22. Awesome. I had no Idea you actually took my idea with the base removal of the tree. Such a cute little park I must admit.
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