
Foxy Roxy
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Everything posted by Foxy Roxy
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(Uninverted) Inverted Loop? [NL]
Foxy Roxy replied to Foxy Roxy's topic in Roller Coaster Games, Models, and Other Randomness
Wait... where's this at? -
I was playing RCT2/3 recently and I came upon a problem, as we do, regarding inversions. Normally, I tend to shy away from inversions because they aren't always the best thing for most types of rides. The problem I have is because I enjoy faster rides, I'll make rides higher with higher drops and that creates more speed but vertical loops were meant to be taken at a certain speed in order to cancel out the G forces. Well, getting frustrated, I decided to try something else. How could a loop be taken at high speeds be able to work properly? Well I tried to "invert" the looping so that the train actually goes around the OUTSIDE of the loop rather than the inside and see if I could get some negative Gs out of it. Unfortunately, I can't DO that RCT2 or I just haven't found a way, yet. I've been toying recently with NoLimits and I'm working on one project with my "Inverted Loop" but I wanted to give the idea a test run. I opened up the stock track "Big Loop" and tried it with the first loop and changed the "roll" settings to a rough outline. Big Loop-100716052738000.bmp The Loop Big Loop-100716052932002.bmp Entering the Loop Big Loop-100716052935003.bmp The Ascending Twist Big Loop-100716052938004.bmp The Apex Big Loop-100716052941005.bmp The Descending Twist Big Loop-100716052945006.bmp The Exit Now this is just a rough draft of what I want to do. What I've noticed is that during that twist up, and down, there's pretty high rating of negative Gs and Lateral Gs. I figure this could be remedied with a larger loop (height wise), and a larger distance between the entrance point and the exit point. What'd I also like to see if a train could get enough speed, when it levels out at the top of the loop, would it be able to act as a "top hat" of sorts and get some airtime out of it. Any help would be appreciated. PS: From my understanding, Positive Gs make you feel heavier as if gravity is increasing, and Negative Gs make you lighter as if there is no gravity. What exactly is bad with a high rating of negative G's?
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Personally, I'm not as much as a thrill ride fan as I'd like to be. I'll do the Gravitron and Round Up at the Fun Fair, but I don't need anything particularly intense. Going on the swings is good enough for me or like a tilt-o-whirl. That being said, GADV has this incredible density of awesome rides in one park. Kingda Ka, Bizarro, El Toro, Batman, Nitro, SUF, and what have you. It'd be more cost efficient for them to bring more great rides to one location then spread them out or destroy them.
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Roller Coaster Etiquette
Foxy Roxy replied to Foxy Roxy's topic in Theme Parks, Roller Coasters, & Donkeys!
Yea I figured as much. Another question, in a 5th wheel group, should relationships get factored into the ride pairing 100% of the time? I hate getting yelled for sitting with my friend's gf for the one ride she'd sit with me over him because I'm actually fun to ride with. -
I've noticed a couple of times in the thread that some people would prefer flats over coaster so, what's the big deal if GADV doesn't necessarily have as many flat rides compared to roller coasters? The flat rides GADV has to offer don't necessarily interest me... maybe if they installed a Zipper, but for $50 a ticket, I don't really care much for flat rides when GADV has 13 (eventually 12, then 13) coasters. That's just me though.
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Roller Coaster Etiquette
Foxy Roxy replied to Foxy Roxy's topic in Theme Parks, Roller Coasters, & Donkeys!
Yea I normally support doing this because it makes the line flow a lot faster but idk whether it was acceptable or not. -
Me and my buddy were at Hershey Park earlier today and we were in line for the front row of the Great Bear. It's a 4 across inverted roller coaster, I'm sure most of us are aware of it's type. So I noticed that there was a couple, about two rotations in front of us, who were immediately proceed by 2 groups of 3 people. I politely asked the group in front of me if we could squeeze ahead in line so we could fill the two seats left by the couple, and they were cool with it. Me and my friend move up and then I ask the next group right as the train that we would have been on rounds the corner on to the brakes. In the rudest possible way they declined us getting on the ride to fill out the row. The way I've always been taught is if there's one person to fill an empty seat, you should be courteous and let one person get on and fill the row. I generally allow this to happen because it seems like it makes the line run a lot quicker. So I have a question, if a person or group is able to fill a row on a train, is it acceptable for them to be let ahead? If so, why? If not, why not?
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I've been on The Sea Serpent at Morey's Pier, Sidewinder at Hersheypark, and Flashback at SFNE, and Mind Eraser at SFNE and The Great Nor'Easter. I have to say, they're not the smoothest rides I've ever been on.
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1) GASM, I strongly recommend avoiding this. 2) Vekoma Boomerang 3) Vekoma SLCs
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I'm betting on unpopularity. Before I went to Great Adventure, I had heard that GASM is an extremely rough ride, and I kinda thought nothing of it. So towards the end of the day about an hour and a half before the park closed, my friends and I walked through the queue... and uh... no one was there. There were 3 attendants still putting the trains through the cycles, but there was barely anyone on it. By the time we got on it, only 2 other people had joined our group.
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About 2 weeks ago, after an amazing trip to Six Flags Great Adventure, I had an idea to build at a recreation of the ride. Personally, Nitro was my favorite but that's already in the game so a recreation of that would be pointless. However, the idea fascinated me and I thought of trying it in RCT2. Instantly I thought of an LIM launched ride but I strongly dislike building them. I figured out that if I edited the ride stats through 8 Cars Per Train, I could make the lift any speed I wanted and decided to raise it up to 128 and build it to spec. It turned out kinda... bad. I got about a 4/3/4 rating so I decided to use my imagination. Unfortunately by this point my trainers started acting up so it isn't up to spec anymore. But here's an example. SCR32.BMP Kinda Na Results SCR28.BMP The "Launch Track" SCR29.BMP Top Hat SCR31.BMP Break Run Then I decided to have a little bit more fun with the idea. I started the same way as normal on a Floorless Type and made some creative initiatives. Egyptian Exodus, as I've dubbed it, has an Egyptian theme except I couldn't find a nice enough paint job so... sorry about that. (Oh I've also thought that the name could be potentially offense, there is no meeting behind it) SCR12.BMP Egyptian Exodus Results SCR13.BMP EE Top Hat SCR15.BMP EE Bowler Hat SCR16.BMP EE Freefall So after all that, I've decided to do more than the whole "Go fast, go up, go down, repeat ad naseum" and decided to be a little more creative. I decided to take an idea of real LIM rides like Poltergeist and The Joker's Jinx but make them a tad more tame. I'm not adverse to using inversions but I feel in a ride going as fast is it is in the tight space that I designed it, inversions would feel a tad shaky and be overly uncomfortable. SCR27.BMP The Ravager's Results SCR18.BMP Ravager In Action SCR19.BMP More Action SCR22.BMP The Crossovers Those are what I have right now. If any one would like to offer suggestions they'd be gratefully appreciated. The rides down below may/will need the use of a trainer, the chain lift speed must be changed to what I've specified and "No Height Limit". I've listed the ride type and the lift speed required. If the speed is not changed the rides will not function properly. The biggest downside to these rides are that the reliability of the rides disintegrates rather quickly, especially Egyptian Exodus, so keep an eye on it and make sure to get them inspected often. Kinda Nah.TD6 Kinda Nah - Hyper Twister (Wide Cars) - 89 mph Egyptian Exodus.TD6 Egyptian Exodus - Floorless - 100-105 mph The Ravager.TD6 The Ravager - Hyper Twister (Wide Cars) - 80 mph
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Official RCT/RCT2 Help Thread
Foxy Roxy replied to Stoksy's topic in Roller Coaster Games, Models, and Other Randomness
It's a 2 train hyper twister and I'm not sure why it does it. The first time it crashed was on a chain lift about 2-3 minutes into the ride. It was a safety cut-out where the first train was situated and stopped towards the top of the lift, the other came up from behind it and crashed right into it. I'm kinda baffled as how the ride, which before the lift, runs at about 40 mph, and all the lift has is need for is just to clear the hill. The second time, they crashed as they were going into the station... again, still worried about that. And I set up a place holder pre-designed Penguin Slide as I started building around the park, and within 5 minutes of me putting it up, it crashed. No breakdown or anything, just a crash. -
Official RCT/RCT2 Help Thread
Foxy Roxy replied to Stoksy's topic in Roller Coaster Games, Models, and Other Randomness
I'm still having the problem of the disappearing train type however I've started using 8 Cars version 1.21 and it's the only one where it will show up and not crash my game. Oh and do rides in cold weather happen to crash more frequently? I've been playing the Arctic scenario from WW and every roller coaster I've made seems to crash which is odd because I have the same ride running on a different scenario and never had it crash... -
Official RCT/RCT2 Help Thread
Foxy Roxy replied to Stoksy's topic in Roller Coaster Games, Models, and Other Randomness
I'm having a problem with 8 Cars Per Trainer. I've been frequently using "edit ride stats" because I wanted to make an exactly replica of a ride similar to Kingda Ka. And while it's all working, I find that after editing the stats a number of times, EVERYTHING in the "Train Type" drop down disappears and it makes it extremely difficult to work with a coaster from there on out because if I hit "apply" or "ok" the train actually disappears from the game and I get a trapper error when I investigate. I'm using version 1.302 (I'm guessing 1.31) and I can't locate a new copy of it (I know it has more bugs but the most I'm doing is editing rides and raising the height limit). If anyone could help, that'd be fantastic. EDIT: PS, is there any way possible I could make a ride permanently reliable? With a chain lift going 128 miles an hour, the reliability dies very quickly and from experience if a cut-out occurs when a train is in a wrong place... it's near impossible to get it over the top hat before the next train comes.