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Posts posted by QueerRudie
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Please refrain from updating with 24 hours of your previous post.
Wait until you have enough to properly fill out an update: This every 12 hours posting is NOT acceptable and will result in this topic being locked.
R.D.
Games Forum Management Team
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The custom supports on Hornet are, to be precise, magnificent. Excellent job with that- as I don't think I've seen customs like that done so precisely before.
R.D.
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One Loop Wonders:
Having read through a few of the requests pile lately, and finally having some time to work things out, I'm happy to show off a 'modified for RCT 2' One-Loop Wonder.
Technically, this ride would be a hybrid of the Silberpfeil and the LoopingStar, but in all reality, it is closest to the former. Since there is no (current) way to build looping track on a 45 degree angle, as Schwarzkopf did, you have to make an adaptation that in the end will work nicely in creating a ride that works well for parks. Also, I reversed the ride's profile for clarity sake; you can reverse the design provided to fit your park as needed.
So let's take a look at a One Loop Wonder (Version I)
The platform for this coaster is the standard six-unit model. (You will notice I use this as standard in most cases- as it helps to boost capacity by train length.)
Platform
Since this is based upon the portable designs of Schwarzkopf, a single powered segment of track to boost trains out and into the lift hill segment is required. Once again, this is a modification off a traditional Silberpfeil design to fit the coaster to RCT 2.
Platform departure
The lift hill is a short but sweet 55 feet tall. No real frills here at all, you don't need it.
Lift Hill
The drop is quite easy on this one: As you can see from the pics, a shallow entry into the 180 degree banked drop accelerates the trains nicely.
Drop-curve
And then we loop. Once. In the 'reverse' model here, you enter right, exit left; remember if you're building the 'standard' version, enter left, exit right.
Installing the looping element
Leaving the looping element, a few segments of flat, straight track are required (for clearances later on). I use this section to install a camera assembly- profits, of course! Three segments including the camera mount are required.
Runout and camera into turn
A ground level 180 degree turn is required to line the track up for the next 'stunt' element. Here, using two mid-sized banked turns works great. I DO NOT use a Helix element here- as it isn't required. Transition the track into a rising banked curve upwards after the 180 degree turn.
Rising turn
Level out the track at the top, and continue the turn to the right with a large sized banked turn. Go 180 degrees around, and add a single segment of banked straight track (This is the only concession I make in this element due to the location of the looping element.)
Block brake: You can build your coaster without this; I do, as it boosts capacity to three trains, however, if you choose to eliminate this and have a two-train operation, you may do so. Threading the loop is used, as is the case with the Silberpfeil
Block Brake
After the block brake, a Helix element is used to add some length to the coaster, as is the case with the Silberpfeil coaster as well. Dip off the block (Elevation 25 to 15) and immediately bank the track to the left while leveling out into the helix element.
Afterblock
A 540 degree descending helix is used. A short runout track follows to allow for the train to clear the first drop.
Helix
From this point on, we're working with the end of the ride, so it's some backwards building that meets up. Start by placing a single block brake at the end of your platform, space it out with one straight track, then a powered track section. Follow this with a flat, tight 90 degree turn to the left into the powered section.
Block brake/return track
After the turn, install a single block brake, a single straight track, a powered section, and then a STANDARD brake unit set for 18 MPH. If you are omitting the mid-course block brake, remove the block brake from this section (you don't need it!) and set the STANDARD brake speed for 13 MPH.
Second block (Optional for two train ops)
Returning to the track under the first drop, bank to the left, and add a single wide radius turn. Unbank the track and enter a shallow climb out from the turn.
Bunny Hop
Rise up to a height of 10, then drop down, banking the track at the 0 elevation to the left. Add a single wide banked left turn to line up with the brake run.
Bunny Hop II
Line up the track, unbank it, and the track will be finished. You now have a One Loop Wonder.
Finished
NOTES:
I've found the three-train operations are a capacity monster, eating upwards of 3600-4000 PPH without difficulty. The design is cheap enough to build in a park with limited funds, and racks in the cash easily. It is great if you need (or want) an indoor coaster without the weird sizes/shapes normally associated with indoor coasters.
When building in a queue, adding a large enough switchback building/section is a must. I normally build the queue with around 300 people in mind- sometimes more, sometimes less.
Ideally, your One Loop Wonder will dispatch trains every 11 seconds, with a maximum time of 14 seconds in the platform. Lift speed should be set to 6MPH.
Scenery & Platform/Queue house
Enjoy!
R.D.
Praise be to Anton, Amen.
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Bumping this so people will R-E-A-D it.
R.D.
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Back in 2008, I can say I had the worst single day in a theme park at SFA:
1.) All the rides were 'down' due to power issues, but all the food buildings, games, and pay-up attractions 'magically' were running JUST fine.
2.) Employees, trained oh so well, were not doing their jobs, and BSing with their friends; one of these fine employees threw a half-full drink on me, claiming they were aiming at a 'friend' that was nowhere to be found.
3.) Guest Relations was 'oh well, that's the way things work here' and TOTALLY unsympathetic towards any of the issues.
Total rides ridden: 0. Times I've been back to SFA since? 0.
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Insane. Just insane.
I'm going to have one of those waterslides in Schwarzkopf Gardens, because we CAN have it. Nothing quite like it, and Action Park must be rolling in it's grave over not being the first with it.
Not to mention all those credit-whore worthy rides- by the ton. I know a few of my Credit-whore friends must have creamed themselves after seeing these pics all over.
(BTW: Italy needs more Schwarzkopfs. Just sayin')
R.D.
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Anton is crying right now...
You need to stretch out the launch track- by quite a bit. Even the Flywheel catapults used a long stretch of track to accelerate to speed.
R.D.
Praise be to Anton, Amen.
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I'll admit: I'm not the best at RCT 3- and have only played with it to test theories and such, but I have to say this:
All I'm seeing is the same repetitive concepts you have shown in your other parks.
While it's great to put up a coaster or two, and build rudimentary buildings, even I tend to think that some scenery dresses the stages well, and that diversity of visuals makes for a great park. In this case, the same issues with your other parks are appearing and in quantity.
You don't have to make something that is so over the top that it is a work of art- I don't. Never have, never will. It IS called RollerCoasterTycoon after all. But some elemental changes need to be made. A flat, bland park with little decoration that looks exactly like the other flat, bland parks with little decoration is tiresome- and in the end isn't worth the time to post.
R.D.
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Just a reminder for this thread:
1.) The person who posts the picture CONFIRMS the answer. No exceptions
2.) When you post your picture, no color alterations, fading/blurring or distortion to the pics. Give everybody a fair chance on the game, please. If your pic isn't that great a quality: FIND ANOTHER PIC, PLEASE.
R.D.
Games Forum Moderating Team
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This one takes the cake (for me) for the sheer level of grammar issues- and on a coaster I consider myself very close to.
RE: SkyRush
ok i rode skyrush yesterday for the tirst time. it wasnt to bad. so rode it again later and had to go to the emt. hurt my leg badly. but has any one seen the problems there going to have with it?
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Trolls/banned members are a bit like a bad fungus: They arrive, you try to get rid of them, but no matter what you do you will fight them till the end.
But at least we're getting better at it.
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I'm still laughing...
The Disneyists of TPR are crying, of course, and I'm rolling in pain from laughing so hard. Exceptional captions today.
Onto the real reason I'm posting:
YES! YES! YES! YES! YES! YES! YES!
I need a nap now. The Schwarzporn was EXCEPTIONALLY GOOD. I'm actually going to have a shower now. Front car, lots of the noise of a LoopingStar, beautiful trains, great views, great pics... ohyesssss....
R.D.
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MMMMMmmmmm... Gerstlauer Porn... YESSSSSS!!!!
Great update so far... needs more Gerstlauer... and, of course, more Schwarzkopf- though that's hard in Italy.
R.D.
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One little mistake... jeez...
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C.P.M. will post that up in the AM.
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After some thought: Mr. Sum 1_55 by a distant margin: Well themed, plausible design. Fits with what C.P.M. would put in his own parks, and has style and grace to the layout. Not overly dependent on inversion elements, and flows nicely, plus the theming works well for what was provided.
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Working on my choices now.
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Once again, you raise the bar for detailed, thorough ride installation in RCT III.
R.D.
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^very nice, just replace that small pond with more of the path to open the area a little.
Thank you, Mr. Ouimet. Pave over the features! How about adding more garbage cans?
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1.) 12AM PDT= 2AM Indiana time- sorry, no additional hours there...
2.) Read the rules: If you complete the challenge, you may choose to add onto your park in the end, however, remember that it's the ride we're looking at for judging- not the park.
R.D.
Games Forum Management Team
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Extending the challenge by four days- we've got 7 entries in (so far) and I'd like to see if we can get 10 out of it.
Also: Off the grid for the next couple of days for further surgery to the leg- will be in and out through the end of the week.
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Geez... can't please Hanno now can i?
Here it is for GoldieHound's now-closed thread.
http://www.themeparkreview.com/forum/viewtopic.php?f=3&t=62409
Six Flags Over Georgia (SFOG) Discussion Thread
in Theme Parks, Roller Coasters, & Donkeys!
Posted
Beautiful shots of Mindbender- some of the best I've seen so far.
Re: Mindbender's trains:
The twin Heartlinelooping coasters were designed for five train operation- as were any of the large-scale custom site looping coasters from the ground up. However, only one of the four customs had more than three trains: Revolution at SFMM. Three trains was the norm for the Heartlinelooping twins, and reasonably speaking, these are more than enough. Although two is now 'standard' on both of them, I'd love to see them return to three train ops in the future.
Being that Gerstlauer is now in the new train business, I could see in the future three new trains being delivered to both ShockWave and Mindbender. It would be good to see both of them running three trains as normal, and return them to the crowd-monster capacity eaters they can be!
R.D.
Praise be to Anton, Amen.