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JonnyRCT3

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Everything posted by JonnyRCT3

  1. I'm nostalgic for that animation of all the rides they had at the top of the page. I wonder if that's still available somewhere. Hhaha, yes. I remember those. And all the pint-sized POV videos.
  2. Thank you. Thank you for the compliment. I considered the CS version, but ultimately went with an in-house version. And yes, GIBs are a PAIN to recreate. I had to make this one a bit smaller than the real thing to maintain realism. ___________________________________________________________________ IMPORTANT Hello, JonnyRCT3 here. GREAT NEWS! I wont be moving as soon as I thought I would, so I will be able to continue Valley Hills for a bit longer than I had anticipated. However, I will be extremely busy this summer so I wont have nearly as much time as I used to. Valley Hills will be back up and running here shortly! Thank you all for your continued support!!
  3. Diamondback hits its top speed at the bottom of the second hill.
  4. Maybe the more slim & sleek train design allows for less vibrations?
  5. The design on those trains is a double-edged sword. They provide a spacious ride, but suffer from being lengthy. Which inevitably call for increased radius.
  6. ^Those graphic Ts are hideous, save the skull head. That one is actually decent.
  7. Slap some of those earthquake proof supports from Thunder Dolphin on the end of the launch section. Problem solved. Source
  8. Intamin could take a lesson from this. Intamin inverted trains are hideous!
  9. I came across this on a Google search, and I thought I'd share. Manta G-force chart.
  10. And this is what makes you better than the rest of us. Not only did you see this coming, but you had the humility to point it out to the rest of us idiots who were hoping otherwise. I'm sure with this cavalier ammount of hubris in your arsenal, you will make fast friends of everyone you meet, and greatly impress peers and future employers. The skys the limit for you young man! Keep up the great work. You're making your generation proud! I just thought I'd share my opinion, like everyone else does. No need to be rude. It's okay to disagree, but don't be a jerk about it.
  11. I think we all saw this one coming, or at least I did.
  12. Hello, and welcome to my Physics coaster thread. As the name implies, this coaster will be 100% made using my own personal knowledge of physics. Meaning; all calculations are done by hand (pen & paper), G-forces, radius, optimum banking, speed etc. There will be no newton2 & no inserted elements. Everything will be calculated before-hand by me using my knowledge of physics, then created in no limits. I will change nothing (besides heart-lining, I haven't gotten that far yet), and see how well it plays out. So far, my calculations have only a 3% error margin. There are literally hundreds of calculations to just get a general estimate of the real thing. *Note* All heights are based on the track elevation, not height from ground. Lines on ground are used as rulers in the editor. Ignore the supports, the main focus is calculations anyways. The coaster will have a focus on high speed & dynamic G-forces. Airtime will not be the focal point. The thrills begin with the 83.5 meter drop. I designed this to give riders a feeling of weightlessness instead of speed, hence the increasing vertical angle (roughly 80°). The radius at the bottom is approximately 50.5 meters, providing up to 4.5 G's. The ride hits a top speed of approximately 87 m/h. [/url] The first element is the giant diving spiral. This element provides an abundance of forces. After the intense first drop of +4.5 G's, the train ascend the 54 meter spiral, and levels out (eventually) at +0.6 G's. This provides somewhat of a floater feeling, and the increased height will give awesome parabolic views while banked at 30°+. What makes this element so great is the spiral down. Riders will experience centripetal acceleration, and positive G-forces while being flung to their sides (up to 60°+). The increased velocity also causes the G-forces to gradually increase, going from light +0.6 G's, to strong G's of up to +3.7. This will be amplified even more due to the light G's felt at the top, then suddenly (and literally) diving into high G-forces. This is a very dynamic element. After the light-to-intense diving spiral, the train ascends a 53.8 meter camelback hill, proving zero gravity (up to -0.5 G's) for nearly 1.5 seconds. Next up will be a new element, not featured on any other B&M speed coaster. The spiral camelback that will serve as the coasters turnaround. Here is the POV, so far... [youtu_be] [/youtu_be]
  13. Saturday, June 9, 2001 Tom Keystone Déjà Vu finally made it's official debut to the public today! Shortly after opening, Déjà Vu managed a 1.5 hour wait. The ride operators sent out full trains the rest of the day. Déjà Vu's iconic twin peaks are noticeable throughout the park. This is an excellent replacement for that pile of scrap once known as Gladiator. The ride flips you upside down twice during its 110-foot boomerang inversion, then through a 102-foot vertical loop. This process is repeated a second time, backwards! Six Flags Valley Hills' original inverted coaster. The B&M classic, Batman: The Ride. Batman: The Ride, as viewed from the rides' queue. The zero-g roll has that awesome 'snap' to it. Batman: The Ride & Déjà Vu both feature cobra rolls. I enjoy the smooth transitions found on Batman over Déjà Vu. Although riding through it backwards is balls-to-the-walls awesome! Superman: Ultimate Escape launches out of the station at 71 mph (world record) using powerful LIM motors. Superman has proven VERY popular. This was the line at 9:30 am, the shortest it was all day. Although at one point the ride did experience a breakdown. This caused the queue to become deserted. The 200-foot rear spike is my personal favorite part, especially in the back. That sway was once again noticeable. Scary. Black Stallion had only had a 5 minute wait the rest of the evening. Lucky! Obligatory Black Stallion shot. The GreenBrier Grill renovation was nothing more than a few facade additions. Well, it still looks great. I hadn't payed a visit to Bluegrass Theater in quite some time. I decided to give it a go for old times sake. The original play has returned this season, the corny jokes and all. The live action stunts were better than I remember. I found this quite notable. Music Box maintained a queue ALL day. The ride is usually a walk-on. Finally, I was able to take a ride on my favorite flat, Buccaneer. The light floater airtime on this thing is always satisfying. -Tom Keystone
  14. A misspelled word is besides the point. The lift speed shouldn't effect the rides' overall speed too much. I was just trying to clear that up.
  15. ^That makes sense. The energy is converted into motion with TTD, relieving the stress on the structure. KDK's is more stiff, allowing the vibrations to flow throughout, without much 'give' to it.
  16. If El Toro's lift is running at full speed (13 m/h) the velocity at the bottom of the hill (eliminating all friction & air-resistance) would be approximately 73.8 m/h. If the lift was running at 5 m/h, the velocity at the bottom of the hill (again, eliminating all friction & air-resistance) would be approximately 72.8 m/h. That's a 1 m/h or 1.4% total velocity difference. Friction & air-resistance effect a rides speed more than the lift does. Source: physics.
  17. I've also noticed this. They all seem to be slightly inclined, some more than others That's because you guys are confusing Immelmann Turns with Immelmann Inversions. No, I meant inversions. RCDB
  18. 2001 Park Map, enjoy! Update coming this weekend.
  19. Not necessarily 'scared', it has more to do with physics. To 90°vertical safely (in terms of negative G forces), you'd need either a lengthy drop or a short train (Dodonpa, Maverick etc.)
  20. Most B&M immelmanns & dive loops never fully invert riders.
  21. That would probably put to much stress on the vehicle, given it's unorthodox and wide-load design.
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