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coasterlover420

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Everything posted by coasterlover420

  1. Version 2.0 of my multi-move scripting is Maverick! [youtu_be]http://youtu.be/L8Widd1txLw[/youtu_be]
  2. Play around with it. Seriously. You'd be amazed with how much you discover yourself. I second this. Tutorials never help me at all, the only thing I do that helps me learn is just go into every tab, use every option and see what it does...you can't jump into a new program and expect to make a finished product your first try. If you absolutely NEED something to reference...just search around youtube: [youtu_be] [/youtu_be] I personally think this tutorial is terrible, but it does display the very basic elements you are asking for medoman.
  3. This was my thought exactly. The max speed isn't even achieved until later in the ride. I'd think it would be the same size, if not bigger than the first.
  4. This is my first coaster for which I have designed a multi-move function with dual loading stations. Take a look: [youtu_be]http://youtu.be/MuU2dkh7w54[/youtu_be]
  5. The park can request whatever they want. Plain and simple. I think people don't realize how much the park influences the coaster. Coaster companies only offer ideas and possibilities. The parks are the ones who request specifics, such as layout, track type, trains, location. The park creates the ideas, the company makes it happen. The park is the architect and the company is the engineer. If the park wants something proven for 20 years, why not? If the park wants something new and different, why not? I wouldn't say this was a decision by B&M at all, but a decision by KI.
  6. There is a scene object in the Demo Objects folder called "Clearance Envelope." All you need to do is position it near a train in the editor and it will appear on the train during Play mode. Then put the coaster in Full Manual mode and move the train along the track as slowly as you want.
  7. That one is weird but I found a work around for you. If you delete the two switches and everything between it, including the stations, and then Undo the deletion, when you Freeze the coaster again the railings will be gone. If you don't mind me sharing your coaster, we'll look into this one and see if we can find out exactly what's going on. But hopefully that quick fix will work for you. Beautiful coaster by the way. Odd fix, but it did work! I don't mind if you share at all. Related to this, I'd like to see the rails and catwalks fit with the switches. I think it happened as I tried to add the catwalks to every section in the switch. This is what they do by default: Also, thank you!
  8. ^F2 I must say this software is wonderful! However, I have already come across a bug. Don't know where these railings came from. newpark.zip
  9. For the timberliners, you have to move the train back manually in the Trains section. For the dive machine, you have to move the train forward slightly in Full manual because it doesn't park completely on the transfer table.
  10. Downloading now! ...very slowly. Should be done in about 7 hours
  11. ^That is peculiar indeed. I wouldn't really know about that since I do not have a child myself. I've also never really taken a measuring tape to our height stands... Philrad71, those rates you listed are only for Halloweekends... First off, I believe Cedar Point no longer offers starlight tickets. I'm not too sure because it is not listed on the website, but I think you might still be able to at the gate. Secondly, the best place to get information about the park is not this forum. Just call the park yourself...they know exactly what they offer. (419-627-2350)
  12. Something typically occurs where throughout the course of a day of lots of walking, children can actually shrink. If you went to CP right after SF, it's possible the day of walking at SF made her shrink a bit. I've measured kids in the morning then later in the day and it's actually quite obvious that their height changed. Sometimes it's even up to an inch and a half differential. We get lots of complaints about this with parents saying their child rode the ride earlier that day, when they are actually shorter than our height stand. This is mostly why we distribute wrist bands, so we know the child was tall enough at the beginning of the day. I definitely understand the problems with height requirements between parks. It seems ridiculous that a certain coaster has one height restriction, then the same model at a different company has a different requirement. Theme parks aren't all run and controlled by one person or one company. It's just the way it is, the owner of the coaster is the one with the final say about their own concerns on safety. Cedar Point obviously has a greater concern for safety. This is why every single coaster at CP has a seat belt. This is why the height requirements appear to be higher than in other parks. Cedar Point is very concerned with safety and they would absolutely sacrifice an element of customer service in the interest of safety precautions. Also, I believe it has been mentioned but overlooked, the dynamics of a specific coaster also dictate what a height requirement will be. Of course, this is also something that is determined differently from park to park. Sometimes similar models of a coaster may even have slightly different trains, therefore making the dynamics of the seats different and unable to safely support smaller body types.
  13. Launching Wicked Twister is probably the funnest thing you can do working at Cedar Point. No question. Of course, it takes a lot of technique because the ride doesn't launch the instant you push the button...you have to learn to time it correctly. This summer a lot of people responded to "you'll go up..up..up..up..then straight back down just like Charlie Sheen's career." A lot of people don't really know that the inspiration can go both ways. There are a lot of guests that can crack up the ride hosts, and that's always what made my days much better! Although, we've pretty much heard it all, so you've gotta be clever
  14. I personally think people tend to associate forcefulness with pacing. They do go hand in hand, but every roller coaster has forces. Duh. The ones people do consider to be "forceless" are the ones that seem to be slowly paced, with drawn out elements and action-less moments. Of course coasters that are more tightly knit do generate higher forces for obvious reasons, but coasters like Alpengeist do also generate those forces, just out of sheer size, and for that reason the elements seem slow and drawn out, which translates to "forceless" or more appropriate... "boring." The only concern I really have with Banshee's layout as far as satisfying my own likes and dislikes would be the ending. From the POVs it looks like the final helix will still have some good pacing to it, but B&M's recent history shows an inability to actually finish a roller coaster...I hope this coaster brings them out of that slump. Perhaps I will just have to visit on a hot wind-less day.
  15. Obviously POV videos give a good feel for layout and speed and aesthetic stuff, but the things they can never determine are the things that bother people, such as if the track is shaky or vibrates, or if the restraints hurt, or how comfortable/uncomfortable the seats are in general... As far as forces, I believe POVs give a good perspective if you have enough experience matching them with the actual coaster. For instance, watching a POV and experiencing that coaster over and over help you get a good perception of how the POV relates to the real-life forces. Doing this with several coasters can give you a good basis for POVs of coasters you haven't been on so you can at least begin to predict what it will feel like. Other than that, POVs don't really do much except show you the layout and help you get over off-season blues
  16. Definitely don't ride KK if you think TTD is rough. It's horrible Plus, I think that's just an Intamin thing. All of their fast or forceful coasters vibrate quite a bit. It's just something to get used to I guess.
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