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Boulder Dash (NL)


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So yeah I have been working on a (hopefully) very accurate recreation of Boulder Dash for a very long time, and I just today hit the turnaround. If it ever gets that far, it'll have a very accurate track, lots of custom supports, an accurate terrain, and some 3Ds of the buildings, boulders, and other detail work. But I'm getting ahead of myself here.

 

As I said, I just today did a decent draft of the turnaround. Meaning that I have a whole return run ahead of me, and the feared being way off in length.

 

The ride as of now features some pretty accurate stats, taken from various sources (it's always better to look beyond rcdb). The ride (whats not torn up as of now) features a pretty smooth, constant track with a high hand-placed node concentration. The ride will be finished off with AHG (although hand-banked) with about a .7-.8 heartline, to give it that nice CCI feel.

 

Well I'll keep you posted with updates, and if you're still around in 2041, a download.

 

Link to project, and the recently "completed" turnaround: one, two, and three (note the high node concentration in the last pic; only 2 of those are the result of "splitting", the rest are hand-placed).

 

Comments appreciated...

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Yes could you please elaborate?

 

The whole track (as of now) is being built on the diagonal axis as it doesn't fit when built straight. The ride was rotated with the CK to allow it to fit on the map.

 

If you mean that the leadin to the turnaround is wrong, yes I know. As I said in my post, the track will be finished off with AHG (probably with a .8 heartline) giving the look and feel of the real thing. I ran a test AHG track through with these settings and it came out just how I wanted.

 

But anyway thanks for the comments.

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A lead in/out gives a better transition into an element, where, rather than going straight into a 15m radius turn (for example), it'd start with a larger radiu, and gradually flow into the 15m radius turn... (I believe I got it right - some people are much more intellectual about this stuff)

 

comparison shot to try and make it easier - http://www.nolimitsdevcenter.net/i22839

(left is no lead in, right is the same turn with 30° either end making up the lead in)

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Ok what you're describing is simply the product of a bad angle. as I said, the ride does not fit on the straight axis, so it had to be rotated. If it were straight, you'd find that it looks like how you described (at the bottom of the ramp hill there is a turn; you can see that in mine as well). Once I upload some pics of the return run I established, that part will look more like the real thing from the overhead view.

 

I do know exactly what you're talking about though, it can best be seen in this pic.

 

Thanks for the comments though.

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  • 3 weeks later...

Ok for the past week I have been playing around with some other layouts (some of you know about them), and the only thing I've done with this is smooth out some of the turnaround and compare angles. I'm in a bit of a battle with myself right now; some pics I have say a few of the out run turns do not turn enough, others appear fine. The problem is these little turns can throw out the whole layout for me, which is the reason I have been so meticulous even though this is a first draft.

 

 

Lenght has been improving, but still not quite where I'd like it to be. My ride is stretched map to map (with about 20 feet of play on either side, to allow for trees and supports to blend it in. This is why these turns make all the difference. I'm building the ride diagonally, so these may stretch sections out. Not sure what I'm doing on that yet.

 

My goals for today are some test terraforming, just because I'm anxious and want to see what it looks like, and reshaping from the station flyby to the second double up (about 350' of track). My past versions were short so I just kind of connected them and left them for later, but now it's starting to annoy me so I figured I'd get it out of the way (plus this is one of my favorite parts of the real ride, and looks like it'd be fun to shape).

 

So yeah, thats all I got lol.

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  • 3 months later...

So I restarted this whole project as I got bored, and I think what I have now is much more accurate than before. As of now I only have the first drop, but it seems to fit into place much better, and match comparison pictures closely.

 

I'll post some pics in a bit, but in the meantime, is there anyone here who has ridden the real thing and would like to try it for me? I've ridden the ride many times, but I've just become so obsessed with angles and such that I've kind of lost a sense of just general feel of the ride. Even if you've not ridden the ride, if you want the track let me know.

 

Edit: new first drop & flyby and closeup.

 

The graphics on my mom's laptop are horrible, so the draw distance is all messed up. Don't mind that.... or the circles and random supports.

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  • 3 weeks later...

Some progress screens, seems a bit more accurate than it was before, but there are still some things that need to be tweaked. The terrain in the last pic is completely temp, I just wanted to see what it'd look like. It's not accurate at all.

 

I'm still looking for people to test it (preferably if you've ridden it... but if not that's cool too). All my contact info is in my profile.

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They came in an NL pack, so I can't give them out as I don't know who they belong to. I do have my own circle, but i like the stone one better as it's thin and placement is offset.

 

As I said, I'm looking for someone to try just to tell me if they notice anything off. If you want to, please say so.

 

Here's my circle:

circle.zip

Circle 3ds

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