redunzelizer Posted June 28, 2006 Posted June 28, 2006 Whatever. You're still not listing numbers. ^ tarpitting, in it's full glory!
BiCoastal Kid Posted June 28, 2006 Posted June 28, 2006 Whatever. You're still not listing numbers. OKAY, and if you would have read my post you know why. THANKS
coasterlover420 Posted June 28, 2006 Author Posted June 28, 2006 What is the "listed heartline?" It's what comes up with the AHG, right?
BiCoastal Kid Posted June 28, 2006 Posted June 28, 2006 No, the listed heartlines would be the correct heartline values listed for each corresponding track type at the top right of the AHG application box....
TheStig Posted June 28, 2006 Posted June 28, 2006 Dude first off, that track was crap. Your loop had a GIANT wiggle at the top, and from the looks of it, you selected everything black and heartlined it. WRONG! Enter your rolls with red, middle white, last segment green. Also, it pretty much POUNDED itself into that corkscrew, and the second one was slow. Secondly, your being immature. BiCoastal Kid is telling you everything he knows, but your contesting it. Are you in some competeition with him, because comments like "Maybe your just jealous" and "Whatever, You're still not listing numbers" are like "Im better then you" type comments. And for fear of having to listen to whatever nonsence comments you have to say about me, I will never open this thread again. You heard my voice, but I dont want to hear yours. Colin C
ShoubraStreet74 Posted June 28, 2006 Posted June 28, 2006 2. Why does it matter if the top of the lift is tight? 3. Please explain in more detail or pics "sudden banks" Thanks! 2. I think the tightness of the lift is mainly important for reasons of realism. Look at the top of the lift hill of any B&M coaster. It usually is much tighter than yours and doesn't occupy nearly as much of the actual lift as yours does. 3. These sudden banks bothered me as well, and I find it hard to believe that you didn't know what he was talking about since they're pretty obvious in the track. Just to clarify, I made a video of a few instances of this sudden banking which is attached below. Why is this banking an issue? First of all, its very unrealistic. The sudden lateral Gs caused by this banking, while not in the red, would definitely result in some very serious headbanging. One way to fix this is by tweaking the filters a bit. I would also recommend using bigger lead-ins and lead-outs on those turns. Here's a few problems I found. A few of them were probably stated earlier. - Top of the lift hill needs to be tighter, for reasons stated above. - It looks like you might have used too high of a heartline value. This is visible at the beginning of first drop. Heartlining is meant to reduce the lateral Gs to somewhere near zero, and the excessive banking of the first drop actually creates laterals of up to 0.7 in the opposite direction, thus defeating the whole purpose. - I was a bit annoyed by the use of the tunnel on the first drop. I just don't see how it enhances the ride experience at all. - ALOT of the transitions were bad, some of which are a result of the banking issues mentioned earlier. - The first loop is too stretched out. Just take a look at it from above to see what I mean. There's nothing inherently dangerous about this, but I don't see the reason for making it in that way. - The dive loop is very misshapen. In fact, the first time I rode it, I thought I was entering a zero-G roll. There was just too much of a top section on this. If it helps, I think theres an elementary dive loop wizard somewhere on weeweeslap. Don't ask me where, I have no idea. - The pacing sucked, especially toward the end of the ride. It started out with a good amount of speed, which could have easily been used to your advantage, but many of the elements were just too large, and it looks like if the MCBR didn't completely stop the train the sudden banking would have gone in the red. - A helix of around 1.5 Gs (The one with the ice) is just boring IMO. -The supports looked sloppy in several places. I know they were mostly custom and must have taken a good amount of time, but they were totally unrealistic when you look at them close up. The 3ds was nice, especially in a track like this where I would not have expected it. The ice theme was a good choice, and the ice on the top of a few of the elements was a nice touch. The layout itself wasn't terrible, it was just ruined by other aspects of the ride. I hope that was beneficial in some way. banking.wmv Here are some of the "sudden banking" instances that stood out.
redunzelizer Posted June 28, 2006 Posted June 28, 2006 Oh c'mon guys... I guess I'm the best designer on the forums... found here: http://www.themeparkreview.com/forum/viewtopic.php?t=26234&postdays=0&postorder=asc&start=0 ...why can't you just shut up and believe him?
Matt M Posted June 28, 2006 Posted June 28, 2006 That was a slap in the face and a stomp on the crotch.
Vekoma Fan Boy Posted June 28, 2006 Posted June 28, 2006 BiCoastal Kid I hope to see you in my thread for my upcoming NL Coaster Kounta-the Tropical Menace. When i finally post it because i could use some constructive critisisim (sp?) for i only got no limits a few days ago. All constructive critisisim (sp?) will be accepted. Just give a few days to finish the ride. Well i have to go work on it.
coasterlover420 Posted June 29, 2006 Author Posted June 29, 2006 Enter your rolls with red, middle white, last segment green. What does that mean?
BiCoastal Kid Posted June 29, 2006 Posted June 29, 2006 ^If you've ever bothered to look at the AHG's readme file, you would know.
coasterlover420 Posted June 29, 2006 Author Posted June 29, 2006 If you don't want to tell me, don't post in this stupid thread.
BiCoastal Kid Posted June 29, 2006 Posted June 29, 2006 Well, just to be frank, I think you should have atleast read the readme before going around making yourself out to be "the best designer on the site." If you're going to make those types of unjustifiably cocky posts, you really shouldn't expect people to be perfectly corgial toward you. Honestly, all I saw anybody tell you was either "omg ur track is ooooo good" or tell you what to work on in the track and then, until everybody else basically told you the same, you maintained this aloof, self-centered, and condescending tone and generally acted as if you were "the shite." ANYWAY, I think my post was pretty directory as to what to do. All the info about the track coloring is EASILY located in the AHG readme. I'm not going to copy and paste the entire readme into this thread for you. If you're too lazy to take the 5 seconds of your precious time to open the file itself you apparently don't need to see it that bad.
BiCoastal Kid Posted June 29, 2006 Posted June 29, 2006 Also, to go back to a very early thread. 2. Virgil There's no inversions, so the transitions are going to be better anyway. YEAH HI, inversions have nothing to do with whether your track flows or not. A kink is a kink as a pump is a pump, and a smooth transition is a smooth transitionsL regardless of inversions. Also, Id say the initial spiral up would probably count as an inversion since you're basically upside down at one point, thanks.
HCOSurfer90 Posted June 29, 2006 Posted June 29, 2006 Can you guys stop arguing? Ok I dont have no limits but the ride can use some work judging by the video of banked turns. Try to smooth out those transitions as well, a little criticism never hurt anyone. Oh yeah, and I really liked the ice-themed station.
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