DBru Posted April 3, 2008 Posted April 3, 2008 Sidewinder is a project I began working on a few days ago. It's going to be a terrain coaster, so it will hug the ground for most of the layout. The first hill is currently 205 feet tall, at a 105* angle. This may change. The trains are only 3 cars long, so capacity would be a nightmare, but you can not have long trains whipping over a beyond vertical drop... So far, I have finished the terrain, and 1/3 of the track. Colors haven't been decided yet, and the terrain textures may change. Here is a look at what I've done so far. Please tell me what you think! Sidewinder-080403011827001.bmp This helix will eventually be buried in forestland. It still needs some work, because there is a quick g-spike entering the pullout. More soon! Sidewinder-080403011726000.bmp The INSANE first drop!
xX-Linde-Xx Posted April 3, 2008 Posted April 3, 2008 I think the idea of a +150 beyond vertical drop is crazy. I don't know if you were going for a realistic ride, but I think that the drop is extremely high for a coaster like this.
DBru Posted April 3, 2008 Author Posted April 3, 2008 Keep in mind, the terrain is also pretty crazy. I wanted the speeds to be incredible throughout the entire ride, and currently, they are!
DBru Posted April 14, 2008 Author Posted April 14, 2008 Okay, I have completed the trackwork. I actually like how its coming out! What do you all think? Suggestions for color scheme? Sidewinder-080413223620000.bmp Entering the MCBR. Sidewinder-080413223659001.bmp Twisty drop after the HUGE helix! Sidewinder-080413223728002.bmp The first part of the layout. VERY high speeds!
DBru Posted April 14, 2008 Author Posted April 14, 2008 It does, doesn't it? Plus it doesn't really fit either. I'll come up with something better tonight...
Team Thriller Posted April 14, 2008 Posted April 14, 2008 I think the idea of a +150 beyond vertical drop is crazy. I don't know if you were going for a realistic ride, but I think that the drop is extremely high for a coaster like this. But remember, TTD and Kingda Ka's drops are one in many examples of drops that carry the vertical status over 150+ feet. But like you said, for a coaster like this. I think it's realistic enough. I really like the color for some strange reason. It makes it look 'big and bad'. Some names could maybe be Posion Arrow, Maniac, or Speed Strike. Corny names, I know. --James
DBru Posted April 14, 2008 Author Posted April 14, 2008 OMG, I really like Poison Arrow! Anyone else got some?
DBru Posted April 16, 2008 Author Posted April 16, 2008 Does anyone else have name suggestions? If not, it will be named Poison Arrow...
dr.gumbo Posted April 17, 2008 Posted April 17, 2008 Hmm! Small pointy trains going mega fast... I think 'Missile' would fit fine. (I'm not a fan of Poison Arrow, it doesn't sound scary enougth for me)
DBru Posted April 17, 2008 Author Posted April 17, 2008 I like Missile too... lol It would probably be more fitting, also. Keep them coming!
rollerboy Posted April 19, 2008 Posted April 19, 2008 Bullet seems to fit, although i'm not a expert at naming coasters! Your ride looks brilliant, however maybe 205 foot? is a bit extreme. But if your happy that's great, after all its you ride!
Tanks4me05 Posted April 19, 2008 Posted April 19, 2008 I think the idea of a +150 beyond vertical drop is crazy. I don't know if you were going for a realistic ride, but I think that the drop is extremely high for a coaster like this. I made a 275 foot tall B&M Hyper Coaster with a 110+ degree drop, with a full 8 car (or maybe even 9 car, I can't remember, I can't check it now because NL is having weird problems) and although I had to put a 40+ foot long section of trims at the top, the airtime in the back still reached major ejector air and the speed was over 80 mph, and kept its speed up througout the 6,000 - 7,000+ foot long ride. So, yes, those types of coasters are possible, it's just that its a little too innovative for the minds of today. I like to think ahead. Decades ahead.
DBru Posted April 28, 2008 Author Posted April 28, 2008 The coaster has been renamed Missile, and a paint scheme (mostly silver) is being tested. I've started on adding supports, but I'm not sure how I'm going to do the lift. I'm thinking something along the lines of Goliath at Walibi (sp?) World... What do you all think?
JKLer Posted April 28, 2008 Posted April 28, 2008 lol awesome. I'd be more than willing to pass, if I ever were to see that RC in person.
DBru Posted May 1, 2008 Author Posted May 1, 2008 Well, I've finished the supports for the lift, and I have mixed feelings about them. You can decide soon... In the mean time, what do you think about the new paint scheme?
dr.gumbo Posted May 1, 2008 Posted May 1, 2008 ^ I'm not sure on them really but I don't know what would improve them. (usless comment, I know)
DBru Posted May 7, 2008 Author Posted May 7, 2008 MISSILE COMPLETE After months of periodic work, it's finally finished! At a drop of 223ft at 105*, this 6,000ft long steel monster will carry you on the ride of your life! Please download, and let me know what you think (or comment on the pics if you don't have NL)! Look at that huge hill, just trying to intimidate you... Fun over-banked turn! Air-filled finale. HUGE helix! (No caption needed...) Missile.nltrack Enjoy!
Théo the little french Posted May 8, 2008 Posted May 8, 2008 It's not bad, there are some good ideas! I liked the first drop and the way you followed the relief of the ground. The layout was pretty original. But there are some stuffs that aren't really good: -Some red Gs -You should use the smoother (ctrl + G), that'll help you to make a very smooth track! -I think you didn't really understand the system of rails, I mean when you have to choose 4 tubes rails or 3 tubes rails. 4 tubes rails are when Gs are very strong, but you used this type of rail at the end, when the train goes slowly. Do you understand the problem? -You try not to follow the criss cross (is it the good word?) in the NLeditor. That's not a bad idea but try to make straight elements ( button I on the keyboard).
dr.gumbo Posted May 8, 2008 Posted May 8, 2008 Definately your best shot so far but its still flawed, some things I didn't like: -The bottom of that main drop is poorly shaped. -I didn't like how the banking started half-way down the drop either. -It was a slight bit pumpy but nothing alarming. -Banking was a bit off. But the worst thing for me was the pacing, when I first saw it I though it was going to charge through that layout, instead it felt slow and calm. When it hit the brakes I was left dissapointed mainly because I knew it would be so much better if it were a bit faster. The supports were impressive, I'll give you that!
schrubber Posted May 8, 2008 Posted May 8, 2008 There`s another serious problem: Your coaster does not pass the E-stop test. When the second train reaches the top of the hill anf goes down the first drop, the first train hasn`t arrived at the MCBR. When an emergency stop occurs at this point, the first trains stops at the MCBR, and the second train crashes into it. Greetings schrubber
DBru Posted May 9, 2008 Author Posted May 9, 2008 Thank you all for the comments! Theo- Where did you see red g's? There was only one yellow g, and that was on the first camelback... Also, I did use control g, and I thought it was pretty smooth. The thing is, people tend to take advantage of cont-g. They think if they highlight the entire track and then press it, the entire track will be smoothed. Well that's just not true. Control-g messes up vertex angles, especially when near the ground (like my coaster). But no, your right, I don't understand the rail system, lol, I just tried to make it look cool. And what do you man by criss-cross? Dr. Gumbo- I agree with everything that you said. I was also disappointed in the pacing. The whole point of that giant drop was to make a really fast ride---all the way through. Sadly, like you said, that was flawed. I think the problem was that my station was too high compared to the rest of the ride. What do you think? Schrubber- Huh? You must be mistaken, because this is a problem I've made sure not to encounter. The lift is an automatic block brake, so it should not continue through the course until the 1st train has cleared the MCBR (which was WAY too long...) But then again, I should have fixed the station blocking, because the timing is way off. Any more feedback?
schrubber Posted May 9, 2008 Posted May 9, 2008 That`s what I thought when the problem occured the first time. But it`s fact, I checked it twice. Here are two screenshots, as you can see, the second train leaves the lift, while the first train in the background hasn`t reached the MCBR. Perhaps it`s a problem of different NL-versions? I`ve got NL 1.7. (Sorry, I left the picture so big because the train in the background is so small) Greetings schrubber
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