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Posts posted by QueerRudie
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One post a valid thread does not make.
Either add more pictures in the next 24 hours, or this thread will be locked.
R.D.
Games Forum Management Team
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Hey MM, here's an idea for you...
Of course Revolution's trains are different but doesn't matter, a new version of them would be awesome!
In the name of our Lord and Saviour, Anton Schwarzkopf, Amen. Praise be to Anton.
The trains that Revolution currently run are indeed the original stock (MK2a) trains, with some overhauls along the way, and the wretched retrofit of the OTSRs to them, However, sooperdooperLooper's trains on delivery were the same chassis- with a different body (Mk2b) series from Schwarzkopf. The primary difference lies in the shells, otherwise, they had the same axle system (Two point wheelsets; now three-point sets) as well as the same body length.
However, I have been sending SFMM those pics now since they first rolled out this past week. They have two operable trains remaining, and those are very long in the tooth to keep operating without serious overhaul- and with only one train for spares, that's going to be sooner rather than later.
Go in peace, Ride a Schwarzkopf, Amen.
R.D.
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That is -very- pretty... twisted goodness from GCI always gets me hot... Well, not as hot as say, Schwarzkopf. You get the idea, though...
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I'm a member of All American Thrills, and have heard over there that it's looking like monday is the day for testing
And I think this thing is going to 1) haul a$$ and 2) have some MAJOR ejector air
I might not be a member of AAT, but that's sheer gossip- and really unwarranted at that.
The ride will test when HP wants to test it- whether it be Monday, Thursday or Sunday. Idle speculation about when it will test does nobody any good at all- HP has not released any date specific towards testing yet.
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"If it looks like a duck, walks like a duck, has webbed feet, feathers and quacks, it's a duck."
Most parks are intelligent to put up a 'Coming in 2013' sign or related for new attractions that are visible to the public, especially when it stands out like a sore thumb such as this new Movie Theater with Popcorn stand that they're building. They may not need to put up the "Now Showing" billboards, but something like "Coming Attractions" for 2013 might be nice...
(Seriously, I feel for the employees- that's not something ANY theme park company should ever make their staff put up with.)
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I've always puzzled over how to build the Schwarzkopf curved shuttle loop in RCT like the Bullet that used to be at Flamingo Land.
How would you approach this coaster?
Ask and you shall receive...
Wienerlooping was a challenge to Schwarzkopf- to RCT II, it is as well. You need to have a little bit of faith and some practical understanding before tackling this project, especially when you consider that you will have to make some exceptions again with this design as with others in RCT II.
So let's take a look at how to build a Wienerlooping can be built in RCT II-
1.) Platform: 25 'feet' elevation is required for this ride; I have tried others and you end up with visual error on it. A standard six units in length is again used.
Platform start
Standard platform length again: Six units.
2.) Fanturn into drop: I will admit, this is one that is a no-brainer for building- basically, it's a 270 degree fan turn with an extention to it. To start this element, use a rising banked straight transition to the right:
Rising straight banked transition.
And then build the fan turn/drop towards the ground. Use wide-radius curves here.
Drop to ground level before the entry to the looping element.
3.) Looping: Start this process off with a standard transition into the loop. Don't do anything special here. Your loop will enter on the left, exit on the right (See the picture, please.)
Looping transition.
Looping Element.
4.) Reverse spike transition: The spikes on this ride are the most challenging part of the build- partly out of the complexity of making the ride 'rideable' as well as visually effective and somewhat accurate.
On-ride photo, and the transition into the reverse spike.
To build the reversing spike, transition straight to a shallow incline, then add a bank left shallow incline. Add a wide-radius rising banked turn to the left.
Transition into the spike as steep vertical.
Transition vertically to the spike.
Then finish the spike out two more units. No taller, or you will collide with the lift spike.
5.) Lift hill spike: Start off by using a banked right (As leaving the platform towards the lift spike) and then a narrow radius banked curve to the right.
Banked right transition.
Using a shallow climbing transition piece, unbank and start to build the spike.
REMEMBER: THIS IS A REVERSE INCLINE SHUTTLE COASTER. ACTIVATE YOUR "LIFT" ELEMENT IN THE TRANSITION PIECE OF TRACK FOLLOWING!!!
Start your lift here.
Continue the lift hill spike vertically two more full-sized units. Your lift should look like this:
The complete lift spike.
6. Finishing the ride: Setup your coaster's mechancials, then run a test and set your colours as you choose.
Setting up to operate your ride.
And there you go! One complete Wienerlooping coaster- ready for you to enjoy. I know there are liberties in the design taken from the original, but I find that this works best for what it is. I do have other variations, but I don't feel that they represent the ride accurately, nor do they 'look' right in the end.
R.D.
And there it is. Your very own Wienerlooping coaster, courtesy Schwarzkopf.
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Dodonopa, Fuji-QUEUE park, Japan.
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Greetings TPR.
Over the past year or so I've found I have received quite a few messages and e-mails about how to build a Schwarzkopf coaster for their own parks. Many have asked how to make their own designs more Schwarzkopf-like.
In all reality, that's why I'm putting together this thread, and showing how I did a few designs of my own. Building a Schwarzkopf coaster isn't difficult at all, so long as you stick to some basic rules along the way. In many cases, people try to build one of these fantastic rides for themselves, and end up with something close- but not quite there.
Let's start off with the most basic of Schwarzkopf designs: The Shuttle Loop (both Flywheel and Weight drop- we will treat them the same here.) I have seen many people try to re-create this, and I have said the exact same thing about all of them: Do not try to make it look -exactly- like the original, as you will end up with a ride that looks NOTHING like the original. This is where RCT II does a perfectly good job as-is with building this ride, no frills are needed to make it look accurate.
1.) The station: The standard shuttle loop will have a station of six units. No more, no less. In this example, I will be elevating the ride for the purpose of showing understructure theming added, however, you may rest the ride itself on the ground. (It would be the difference between say, Montezooma's Revenge at Knott's Berry Farm and ThunderLooper at Alton Towers)
Your station
2.) Acceleration track: Once again, you need not build this obscenely long acceleration track. For accuracy, the actual acceleration track should be just over 1.2 train-lengths long before entering the loop. In this case, I use six units of track, then the on-ride photo before heading into the looping element. For a visual 'look' to the ride, I've used brakes set with a speed of 49MPH.
Acceleration Track: Brakes are used- but are set to 49 MPH.
Add the photo camera... (Money is GOOD!)
3.) The loop: Here again I see the most amount of 'oops, you missed' with a Schwarzkopf Shuttle Loop. Don't let the temptation lead you to a mistake. You don't need to build a funky loop for accuracy- as you will look inaccurate DOING so. One track transition to upslope is fine, then the loop. Don't go overboard here- and for that matter, on any other Schwarzkopf coaster. You end up with something that doesn't look right in the end.
The loop: No frills, please.
4.) The reverse spike: Once again, the temptation to go overboard is present. You don't need to. Step away from the really tall spikes. It doesn't look right. You should have just enough spike to cover the train before it falls backwards into the loop and towards the platform. My rule of thumb is four lengths only- and no more. From an elevation of '0' feet, that would leave a track height at the spike top of 75 feet. (In the photos, the track reaches a height of 85 feet- due to the 10 foot elevation increase from ground level of the ride.)
The reverse spike transition
The reversing spike, complete.
5.) The station spike: Here, size DOES matter as well: It need not be gigantic. In fact, two units works best- especially if you have (ACCURATELY) put in brakes behind the platform. To break it down: At the end of your platform, two 27mph brakes, a transition to steep, and two steep pieces = Schwarzkopf Shuttle Loop bliss.
The station spike
6.) Performance: I have found through experimentation over the years that an overpowered ride isn't that great, so after revising and studying, the best combination is this:
Launch speed: 45 MPH
Dispatch minimum: 5 seconds
Dispatch maximum: 30 seconds
Full load: Always
Your ride's performance
7.) The train: This is an easy one: Seven cars, no more, no less.
Your train
Mechanical: Another no-brainer here, too.
Mechanic stats
So, if you've followed the pictures, built it correctly, you should have this:
Your brand new Schwarzkopf Shuttle Loop, ready to please your guests.
A beautiful, accurate and capacity-monster steel shuttle loop from Schwarzkopf.
NOTES:
The temptation to build extra track sections between the reversing spike and the looping element is a cardinal failure amongs RCT II players going for accuracy. LEAVE THEM OUT. You don't need them. The game does not have the proper transitions to make the more gradual curves that Schwarzkopf used, so it is best to omit the extra track for the sake of keeping the ride accurate to scale. Yes, I know, I can hear it now: But, but, but, but, but. This is a case of building a ride to fit the scale of the game, not the scale of reality. In the end, leaving that track out will look much more like what a traditional Schwarzkopf Shuttle Loop does- and won't end up with bizarre flat track sections that don't look right.
The same goes for really really long acceleration tracks: Avoid that. You don't need it, and you end up with these weird-looking shuttle coasters with no real purpose for it.
In the next few weeks, I will go over another basic design: The Silver Arrow design. This people-eater of a ride has a ton of capacity, and is inexpensive to build.
R.D.
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Leave it to AJ to come up with a more intelligent idea... grrrr-
He did PM me back and said he'd be posting more pics tonight. I'll clean up the thread after he's posted them.
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I issued a 'close thread' warning to Coastin' over his single-post thread, Hanno responded to a post about it. Coastin' e-mailed me about it, and I have replied to him about why the rule stands. If he doesn't add to the post, it will be locked until he has more content.
When will people start to learn how to read the rules???
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Ummmmm, no, I'm not ready. Nor is this thread.
It is NOT OK to start a thread with a single picture.
You have 24 hours to post more pics, and add some substance, or this thread will go the way of most proposed parks: Locked up, with no chance of ever being opened.
R.D.
Games Forum Moderating Team
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Perhaps I need to run an easy contest to draw some traffic in? I'm sort of run-through with ideas- at least in part. I'd love to do a general RCT contest again, but I'd need a basis to build from on it.
I was thinking May Flowers might be a good thing: Go after the new coasters along the way. (Yes, that means a spate of Wingrider coasters all over...)
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An interesting park...
Consider diversifying the number of pics though, and refining the plot a wee bit along the way. You might want to write out how you want the plot of the park to continue as well for your own needs, so you can fully grow the storyline.
R.D.
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Exceptional, and in every way.
This ride not only looks good, but really shames a lot of designers these days- you have broken the mold, and created model coaster porn that is second to none.
Nice job- and can't wait for the video, either.
R.D.
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So, wait. Speed the Ride is going to be located where the Montecito is???
[/Dorky Las Vegas Humor]
ROTFL!!!!
So long as the ghost of Monica Mancuso doesn't come flying over the ride...
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How about more than one picture per update, please.
One picture does not give anybody enough real level of detail to give you opinions on, and it would make for a MUCH nicer thread.
R.D.
Games Forum Management Team
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CONGRATULATIONS!!!!!
And you really didn't want to sleep for the next, um, 18 years, right???
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Beautiful job, AJ- it looks like a real winner all over- and has a look to it that is second to none.
R.D.
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Another great update again, Chad.
In a lot of ways, with the relocation of Speed, it's good to see the ride in it's original 'element' prior to being gussied up again in the future. For me, it was one hell of a shuttle loop- and one I'm glad to see returning in the future.
R.D.
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I'd love to see some exposure on that- as it would drive people to play more- and upload more.
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[attachment=0]dreamlooper-120323174509000.jpg[/attachment]
http://themeparkreview.com/game_exchange/track.php?id=2626
And in No limits! (Hope you didn't mind =P)
Interesting- a nice interpretation on the FrankenSchwarzkopf design. I like it. The only change I'd make is adding the block brake threading the loop (Two train ops are GOOOOD!)
R.D>
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^^Correct me if I'm wrong, but is that supposed to be a shuttle loop grafted onto a portable Shwarzy?
If so, that's probably the best idea for anything, ever.
Actually- you're 84% correct.
A few nights ago, I had been reading (gee, surprise there!) about the assembly styles of Schwarzkopf's coasters: In fact, the rides are (except for the 'large portables') MODULAR: Picture a lego-set... but of epic proportions. Since the lifts of LoopingStar, DoppelLooping and Silberpfeil coasters are identical, removing them isn't difficult- nor is adapting track from the after-life of Schwarzkopf: Gerstlauer Machinfabrik LTD. I then began to think about size, velocity, structural types, etc...
and FrankenSchwarzkopf is born. The idea would be to take two existing Schwarzkopf coasters, and 'blend them' into these hybrid rides- a cross between a launch coaster, a compact twister, and a fun ride.
I've got three others in progress... but that's for a future Schwarzkopf ridethread.
R.D.
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AWESOME! Another destination to hit for SkyRush weekend!
Legoland Billund 2012. Polar X-Plorer is now open!
in Theme Parks, Roller Coasters, & Donkeys!
Posted
I was quite impressed with this variation on the ESC coaster from Zierer- as it is, for a family coaster, quite well done. The theming leaves something to be desired in a few areas, but overall, it's a great ride.
It is, I think, the preview of what will open in a few weeks in Williamsburg- but from a 'family' coaster perspective. Nice job, Legoland, and I hope to see this in Carlsbad soon enough!