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haux

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Everything posted by haux

  1. Upload the coaster so we can look at it. We don't know what exactly the problem is, so upload it.
  2. Sure, compared to Maverick. But the drop is smooth and doesn't have red G's. It works fine, though it is steeper than 95 degrees. You might want to show some vertices so xX-Linde-Xx can get some idea of how to shape the drop.
  3. It's difficult to do, but I've managed to do it a few times. Your train might be too long. If it is, the back car would whip over the top too fast and get the red negative G's. The way I do it is with three nodes. I make one node as the end of the lift, and that node starts the drop. The second node is the steepest part, and the third is the bottom of the drop. Then I just adjust those until it's smooth and the G's are good. It takes a lot of work and riding it over and over in the simulator, but you just have to work at it. Here's an example on a coaster I made.
  4. You can embed videos here now. Tell your friend to shave his neckbeard. Ha. That's kind of neat. The now-closed children's museum in Toledo, COSI, had something like that only with PVC pipe. I made a coaster with it, but I couldn't make an inversion.
  5. You need the rest of the quote to make it right!
  6. Then go to Sears and look at men. Or SeaWorld and look at sharks. Whatever. I'm sure you can get shark photos too. I think this site's got a sense of humor. Look at the thread linked earlier in your thread. That's hilarious. But this thread? Creepy.
  7. Dude, you're 34. Go look at women in Sears or the grocery store. This is the creepiest thread I think I've read on these forums. You should probably go into hiding for a month or two. Edit your post so the words don't show up. Let it sink into oblivion. Nevermind editing it. I've got it.
  8. I think even the GP can figure out that the proportions in the map are cartoonish.
  9. Raptor's got the tubes too, but they get clogged halfway through the season with all the rust and muck. I noticed them on opening day last season when they were new and relatively clear. But I don't think they're big enough to make much of a difference with the amount of water that can quickly pool.
  10. Wes' shirt should say, "Happiness is a red shirt."
  11. It comes from the train. The wheel bogies, I believe. I rode Raptor in 2004 when it still ran in the rain, and I was wearing a white shirt. It still has a rust and grease stain on it.
  12. I still have my doubts. The Legislature OK'd funding projects for an amusement park to be build near Williams, which is near the Grand Canyon. They wanted people heading to Las Vegas to come spend money in the state. But I haven't heard anything about that project in a few years. And gnewton34, duh. I just wonder if they can provide adequate shade. You simply can't have big open midways in Arizona like at a Cedar Fair park. Even in the shade, it'll be 95 degrees in July and August.
  13. The layout's OK, but it's got a lot of strange issues. It fails E-stop test The supports are kind of odd Lots of little jerks and funny track shapes The block brake doesn't seem necessary Let's go over them. It fails E-stop test Push 12 when your second train leaves the lift hill. The first train will stop in the second set of brakes, but the second train will coast right through the block brake. The first set of brakes you have at the end of the ride isn't a block. It should be. At least, that's how most real coasters are. The trains should never, ever collide. Yours do, when E-stopping. Try E-stopping the train when it's leaving the station. If you get the tail end to stop but then let it leave, it will not engage the lift hill chain. The supports are kind of odd The supports on the lift aren't too much like B&M supports, and I think they should extend out a little farther. The lateral supports in the turn by the lift hill start pretty low. They'd work better if they started higher up where the forces would be strongest. Lots of little jerks and funny track shapes The track just needs work. Ride in the back seat. There are lots of little bumps and shifts all over. The bottom of the turnaround isn't banked enough, unless you're going for laterals around 1 or 1.5 G's. But the weirdest funny track shape I have an issue with is the tiny segment between the brakes and the station. It moves slightly uphill. That's weird. It should all be downhill, or at least level with kicker tires. If you E-stop the train as it exits the brakes, it will not make it into the station. The block brake doesn't seem necessary Besides not working, why have it if you're only running two trains? And the finale is totally lame. Oh, joy. A turn to the right, then a turn to the left into the brakes. This isn't Adventure Express. Maybe turn the block brake into an airtime hill.
  14. I'm quoting myself because you didn't listen. Gravity should get the train out of the brakes. I E-stopped the train in that first set of brakes, and it didn't move. Angle them downward. Move the beginning of the brakes up a tiny bit, make them straight (push "I"), and that should do it. Add another train. I guess that's all I've got. There's nothing you can really do to save this ride. It's still bland. But you're getting better.
  15. Version 4 is the best of the bunch, but it's still got some issues. It's really just got speed problems. The airtime isn't that good on any hills but the first camelback. But if it was taken at a faster speed (somehow), it'd be decent. The only other problems I saw were that overbanked turn at the end and the first set of brakes. The overbanked turn is taken too slowly to be banked that high. Maybe 60 degrees would be better. As for the brakes, the first set shouldn't have tires in it. The underside of the train will rub the first few tires raw because it'll come into the brakes at a higher speed. It should just be brakes, and gravity should get the train out of it.
  16. Your lift hill supports are goofy. Why in the world did you do it that way? The ride has atrocious pacing. Numerous hills are taken slowly, like maybe 20 mph or slower. Boring! The ending is so bland. Wow, a long boring section before a small hill into the brakes. Blah. The hidden brake segment causes the coaster to fail an E-stop test. Push F12 after the second train drops off the lift hill. The first train will stop in the brakes, and the second train will crash into it. That's a big no-no. The ride just really doesn't do much for me. The first drop is fun, and the airtime is OK in some hills, but the speed just dies. There's also a part where the banking is really awkward. It's at the bottom of a valley, and it's taken about 45 degrees. Riders would be pressed to the side (look at the lateral G's) instead of in their seats. That'd be pretty uncomfortable at that angle. Your brake segments aren't straight. Press "I" to make them straight. The last one should probably line up directly with the station. To make that better, make it one big segment, make it straight, then split it. Make one segment the station and the other the brakes. It'll take some tinkering to make the segments the right length, but you can get used to it. Finally, we're all dead. Look at the big support structure and see the lowest support. The train goes right through it on the boring ending. We're dead. Your ride fails the clearance test. Keep working on it.
  17. jpdupuis, I think I understand your problem. To build straight segments on a diagonal grid, just build like normal vertically or horizontally along the grid, then save the segments as an element. Then make a lead part of track at the angle, and insert the element. Say, for example, you want three bunny hops diagonally along the grid, but you don't want to build them because they won't be straight. Just build the three bunny hops vertically on the grid so you can see they're perfectly straight. Then select all the segments of the bunny hops, and save them as an element. Let's call it "bunny hops - horizontal." Delete those segments. Now start a track segment and move the white bars so it's at an angle. Insert the "bunny hops - horizontal" element, and there you go. You now have your three bunny hops diagonally along the grid. You also can make straight segments with two support nodes connected with a support. Just follow that support with the track nodes.
  18. Hmm. I think you could try moving the station so the end brakes would be nearer to the boring finale. Make the beginning section before the brake a bit longer. Maybe add an airtime hill or some low turns. I'm not too sure on that. Maybe put in a small double-up. The turnaround hill seems to kill a lot of the speed. If you made it smaller and lower, the remainder of the ride might be a bit better. But the ending is pretty long, so I can't think of any way to really work around it.
  19. Ctrl + G isn't for selecting the entire track to smooth it. You should only use it on one or a few segments. And even then, don't rely too heavily on it. It's not perfect, and it can drastically mess up your G-forces. As for your ride, it's got more important issues. As for pointed out, there are some spots of red G-forces. You need to either make the hills bigger, bank the turns more or make them wider, or reduce the speed entering those elements. And I don't mean adding brakes. The brakes you have after the launch section are realistic, but they're also a block. That's where the bad news is. They're not enough to stop a train, so if the other train is on the course, there's the possibility of a collision. I was able to cause a collision when I E-stopped the first train about two-thirds of the way down the launch. I wanted to see if the lower speed would cause the G-forces to be tolerable. They were a little better, but the train rolled back in a turn, and the second train crashed into it. Before you learn custom supports, you should get your support work right. Tunnel test where there are close calls. To do that, make a tunnel on the segment or segments where you think you might hit a support or part of track if your hands were up or out. If the support or track appears in the tunnel in the simulator, it failed. We want it to pass tunnel tests. Your ride failed the tunnel test. As for the layout itself, it's all right. It's a simple double out and back, but it's OK. If the hills weren't so small and taken so fast, the layout would be kind of fun. Your brakes at the end aren't straight. Since there are tires in them, they don't need to be at an angle.
  20. I'll bite. This is for Version 1 As with the previous rides of yours I've rated, this one falls in the same category. It's lackluster. The turns are way too banked for the speed the train goes through them. That big turn before the S-curves is taken too slowly, so the riders will be leaning rather than pressed into the seats. The first drop is interesting, but I don't like it. The airtime on the first two hills after the big drop is pretty good, but after that, it falters. As usual, your supports still need work. The custom supports on the lift hill are all right, but the rest of the support work looks like it was thrown together without a second glance. There are some track sections that have large unsupported gaps. Look at your turnaround. That could benefit from a little more support work. The ride starts off OK but ends poorly. Oh, wow. S-curves? Blah. The two turns at the end of Storm Runner work because they're taken at high speed. Yours are taken slowly and just don't add to the experience. Instead, I think, "The designer didn't know how to end the ride, and he was obviously not taking his time." Don't put brakes in curved sections. The block before the station is fine, but if you make it just tires, it'll be more realistic. Lastly, run more than one train. This is for Version 2 See above, plus: this isn't as good as Version 1. The airtime on each hill leaves a lot to be imagined. That's really it.
  21. Those supports were added when it was at Geauga Lake. I guess having 100 feet of unsupported track isn't a great idea.
  22. ^ But don't overuse Ctrl + G. It can be helpful in small doses, but sometimes it can make a section pumpy, or it can increase the G-forces.
  23. Eh. You'll really have to work at it. Raise the station and the track before the lift hill. It's so low, the upstop wheels slam into a footer. The pacing is off because you took those invisible tires out, so that means you should work on it. Maybe the ride should have been taller, or the hills should be shorter. You didn't even touch the supports. Work on more custom supports. Et cetera.
  24. Eh. First off, you're not fooling me with your hidden drive tires. Get rid of them and work on that hill so the coaster doesn't crawl through it. You've got a lot of banking issues. The top of the first drop is banked, but the train goes really slowly through it. Wouldn't that be a little uncomfortable? There are also some high lateral G's (in the yellow) in a few places. That's fine on a wooden coaster, but steel coasters generally don't throw you from side to side. Work on your custom supports too. The lift hill is custom supported, but try something a bit different. A-frames are fine, but they might need to be a little wider apart at the base. Look at real coasters with turns and hills like this (Goliath in Holland is a good example). Your camelback has a really weird support structure on it. That should be changed for realism. You also have some sort of long sections without support. Your station and track leading to the lift hill are too low. The track goes into the ground. Consider changing it to the two-tube track style. Or raise it up a bit. Lastly, you should try to run more than one train.
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