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Posted
I love the color scheme.

 

Are there brakes on the entire second half of the loop?

 

Yes sir, there is magnetic brake on the second half loop, this is a new concept I wanted on the ride because thanks to it, riders have a few seconds of floating!

 

PS: I love colours too^^

 

Merry Christmas everyone!!

Posted

Hmm, interesting idea. Not sure how realistic that is, but i feel this is a simulation for fun and fleshing out ideas, it does not have to be completely realistic.

Posted
Hmm, interesting idea. Not sure how realistic that is, but i feel this is a simulation for fun and fleshing out ideas, it does not have to be completely realistic.

 

I believe it can be possible: look at the camelback on Kingda Ka, you've got magnetics brakes on it; why couldn't we do the same thing with a looping? I think it's exactly the same thing.... (but maybe I'm wrong....).

Posted
^Yeah, and on some coasters it's even on turns.

 

Really?! I didn't know that, we learn everyday! lol

 

Supports are almost done and the place is ready, I believe tomorrow it will be ready^^

 

However I've got a little question: I used for the terrain and the water some textures I've download, when you'll download my track will you have these new textures? Or I must create a pack?

I hope I was clear in my explanations...

Posted

Good evening TPR members!!^^

 

Here we are!! The great D day!!

 

I wish you a good ride but before, I let you see these few pictures..

 

See ya and let comments!

Unearthly.rar

I hope it's gonna work with you!

newtrack-071228003214010.jpg.e541deaa362e09fead4e6749a7bc1b19.jpg

General view of the ride...

newtrack-071228003236011.jpg.aeb610168c8dcaacc4453abf44ff481a.jpg

newtrack-071228002936007.jpg.079297d5b8878918aac85c4255d9b255.jpg

More relaxing, The "wild maus" part

newtrack-071228002920006.jpg.183122930c8c13d9b4c11a64467c8b0d.jpg

Don't look down!

newtrack-071228002852005.jpg.9874b7b6b5a38a290289f153ba7a3cc0.jpg

The 65.6ft and 120° second drop

newtrack-071228002808003.jpg.31577c254505901359d3331477033a4e.jpg

The 164ft and 106° first drop

newtrack-071228002751002.jpg.70f46b1f98b697328fcdcb1b7e126873.jpg

newtrack-071228002725001.jpg.89399dafe60cceddb2e28f33e0ec1976.jpg

557931798_Sanstitre.jpg.9cb766bce8ba644092bc16b628ad35ca.jpg

The logo of the ride

Posted

That was awesome! The straight up launch and the half loop break were really cool and unique. Although I wasn't able to get the textures, because I don't know that much about rar. documents, I still liked it a lot. Thanks!

Posted

If you are going for realism, I have a couple tips:

 

1) Try to make the most insane part of the ride towards the end. That way riders get off saying "HOW EFFING AWESOME!!" instead of "That was relaxing." Take SFMM's Ninja for example. How many people get off that ride smiling? Not many, because you have time to calm down at the end.

 

2) Don't brake on a loop. Deja Vu has this excuse, but not a euro-fighter. And right after the loop, its a TIGHT turn, and what if the brakes failed? Uh-oh.

 

These are just my opinions...

Posted

^I agree. I know you were trying to go for unique and different but it was a little too unique.

 

As stated above, the brakes in the loop were weird. First of all, you shouldn't have started them right when the car was fully upside down! Also, it was waaaay too long. The car slowed down to your desired speed with probably a hundred feet of track left before the turn. The brake run definitely needs to be shortened.

 

Also, I didn't quite like how you added transport sections almost randomly around the track. But then again, it's your choice.

 

So overall, it was a very good concept that was executed fairly well. It just could have been better.

Posted

Well well well.....

 

First of all, thanks for your comments^^

 

Then, I've got a little question: where there are some red Spikes? When I tested it I didn't see red Gs... It's not really important, but I was wondering....

 

 

About the brake loop, I think I'll use the concept in some other rides (but don't worry, I'll probably improve the concept^^), and to answer you smartestcoasterkidever! they can't fail! I thought about this problem and my idea was to use the same brakes than the one we can see on Intamin's accelerators and free fall towers: 100% safe and it doesn't use any energy.

 

About putting the "insane part" at the end, I thought riders would be glad to have a break and breath a bit^^

 

About the transport sections, I put them where the train need some speed (or to stop it like in the loop), but I agree it doesn't seem "real"

 

Now I'm free of this ride, I can download the 1.7! ^^

 

edit: On my french forum, they said there was bad Gs on the track (red Gs or 1.5 lateral Gs), that really worry me 'cause when I tested the track everything was good (no red, and lateral Gs under 1G). Is it possible that during the uploading there was a mistake?

That really sucks! I'm wondering if I'll be able to sleep tonight!

Posted

Overall a great coaster!!

 

I really liked the first drop - it was AWESOME!!! But the brakes in the vertical loop wasn't so good in my opinion. Then the launch into the "euro fighter hill" = cool effect. I would love to see that element on a real Euro fighter.

 

I don't know what I think about the end of the coaster. It was not extremely good, but it was not bad either. I guess the conclusion must be that the end is okay..

 

But the coaster was smooth everywhere!!

Posted

Very good layout. sadly I couldnt figure out where to extract what so I had to ride the coaster in another enviroment without the proper textures.

 

While the layout concept was very nice(and as for the person that siad its unrealistic to have such a sharp turn after such significant brakes, two words: Kingda Ka), I felt that the ride was very rought and jerky. You could almsot always tell where one section ended and another one started.

 

Also, I think the wild mouse bit was a tad boring for a ride of this magnitude(like the part of Thunder Dolphin that goes on the roof. It's just a bunch of fun little hills but if you watch robb's POV of it you hear him going "wtf is this?") I think that tweaking it al ittle by messing slightly with the usual wild mouse concept could've worked better.

 

Another thing tha tbothered me was that the ride seemed rather slow paced. Near the end of the ride there's a 90 degree banked turn, but the car goes so slowly on it gravity pulls you in 0.7Gs.

 

However I think the layout was creative, the support work is admirable, and you can see there's alot of effort put in here.

 

 

Ctrl+G is your friend.

Posted
I'm having trouble opening it because it's .rar. What am I supposed to do.

 

Sorry I didn't know how putting it in ZIP (it was probably the first time I compressed a NL file^^).

 

About the wild maus part, it was a try, I wanted to mix deferent types of coasters to see how it could be... Apparently the idea was quite good but could be improved (it will be, don't worry^^).

 

About ctrl+G I often used it, but sometimes it didn't work as I wanted so I didn't really insist^^

Posted

^You could do a zip or just use the No Limits track packager... Edit: For some reason the site is down.

 

But when I rode it I do not recall seeing any red g's... Maybe it's because of my slow frame rate, I'm not sure.

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