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Euro-Fighter Contest [NL]


Which Coaster Is The Best?!?  

15 members have voted

  1. 1. Which Coaster Is The Best?!?

    • Corrupt - Scaparri
      2
    • Capacity - ArrowHater
      0
    • V - JJboy100
      2
    • Alpha Echo - KrazyT
      8
    • Xcalibur - Dbru
      3


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Well, though I just got NoLimits last week (Just finished my first coaster yesterday actually), I think I'll go ahead and give this a try.

 

Just a few clarifications though... the tunnel test just means that if the entire track were a tunnel, that no outside objects (trees, supports, etc.) can be visible/enter the tunnel, right? Is there an easier way to change the track to a tunnel than clicking every individual piece and changing it to a tunnel?

 

Secondly, the E-stop test... does that just mean that after you reset the E-stop the trains/cars will make it back to the station on their own power once released from their block?

 

Sorry to sound like such a noob, but thanks for the help. Lookin' forward to this.

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Well, though I just got NoLimits last week (Just finished my first coaster yesterday actually), I think I'll go ahead and give this a try.

 

Just a few clarifications though... the tunnel test just means that if the entire track were a tunnel, that no outside objects (trees, supports, etc.) can be visible/enter the tunnel, right? Is there an easier way to change the track to a tunnel than clicking every individual piece and changing it to a tunnel?

 

Secondly, the E-stop test... does that just mean that after you reset the E-stop the trains/cars will make it back to the station on their own power once released from their block?

 

Sorry to sound like such a noob, but thanks for the help. Lookin' forward to this.

 

You are correct in both cases. The best way to tunnel the whole track is to go into Edit, and click select all. Press G on the keyboard, and then select tunnel.

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Hey guys! I'm just about finished doing my trackwork. I just have one or two little kinks but no red g's! *thankgod lol*. I'll start work on the supports and scenery soon. Meanwhile here is a teaser of my track

N.B this isnt the FINAL product. track my change due to creative disagreements with myself.

contest_template_929-080411014214001.jpg.5b0bfa6613025b5a3a2fce2d8678f0c1.jpg

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Just a few clarifications though... the tunnel test just means that if the entire track were a tunnel, that no outside objects (trees, supports, etc.) can be visible/enter the tunnel, right? Is there an easier way to change the track to a tunnel than clicking every individual piece and changing it to a tunnel?

 

Secondly, the E-stop test... does that just mean that after you reset the E-stop the trains/cars will make it back to the station on their own power once released from their block?

 

You are right about the tunnel test! NOTHING can enter the tunnel! The only thing that can enter the tunnel is the supports that are going to that segment of track! No tunnel hitting tunnel either!

 

E-stop test means do not put transport devices on your mid-course!!

 

Good luck and welcome to the contest!

~Matthew

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You are right about the tunnel test! NOTHING can enter the tunnel! The only thing that can enter the tunnel is the supports that are going to that segment of track! No tunnel hitting tunnel either!
Actually, tunnel-tunnel intersections are usually fine as long as a) the tunnnels are the only thing intersecting with each other -- no track/tunnel, support/tunnel, etc. intersections, just the tunnels -- or b) the tunneled sections of track are on the same block.
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Sorry to double-post, but I've got an update on my coaster! Xcalibur is it's name. Climb upon the rock, only to drop down with defeat. But you don't give up yet! Xcalibur will take riders on a 2 minute journey through a tangled mess of track, trying with all its might to unleash the power of the mighty sword! (Yeah I know, my storyline sucks, it's late )

 

 

Anyway, I've completed my "rough draft" for the coaster track. It's completely hand built, and I tried to heartline it myself. You'll have to see how that worked out for yourself... lol. Do you suggest I just smooth out the track, leaving a bumpy heartline in some spots?

 

Also, my computer lags with NL a lot, so I can't tell if my coaster is pumpy, or the lag just jolts it. If someone could tell me how smooth/rough it is, that would be very helpful!

 

When trackwork and scenery are complete, I will begin supports! Please download the current version and tell me what you think.

 

Thanks!

Xcalibur.nltrack

Suggestions?

Xcalibur-080410202457000.bmp

First 2 elements...

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Since euro-fighters are one of my fav to design I will give you some input! First im going to talk about the construction. I know this is a rough draft so i'm taking that into acct. Now keep im mind im giving input based on if I had design the coaster so it;s just my opinion. Now it is a lot to read but it is all productive and positive feedback!

 

1) Fast lift is ok since there is the holding brake after it. But what I would suggest is to have a tiny bit more gradual stop on the holding brakes as well as a more gradual acceleration on the lift.

 

2) I would try to round out the top of the lift so it is circular. No big deal here but it just looks good lol.

 

3) Love the double inversion. You went at it and made it your own and thats what it is all about making coasters your own. Only thing I would say about it is it had minimal bumping which can be fixed with either using less nodes or one of those programs that I have never learned how to use lol. I also like the hangtime you get in the inversions.

 

4) The 90 degree turn into the high box was overbanked for the speed it was doing. The only reason I say that is because it sustained a low speed during the entire turn. Now if it was slow for like a sec or so it would be fine by me but it was a little too slow for 90 degrees. Also the turn into the MCBR is overbanked also. My rule is to try to get as less banking I can get so I can have a more forceful coaster while staying within green as much as possible.

 

5) The turn after the second drop is where the banking is needed lol. It went into the red while manuvering that turn.

 

6) Loved the finale with the sweeping turns. Made me think I was riding Revenge of the Mummy (and that is one of my fav coasters!). Just remember the banking thing.

 

7) I would hate for you have to change your design but I would have the final brakes a little longer so it can gradually come to a stop and to come to think of it, the MCBR also. Even though the coaster does pass the e-stop we dont wanna have people sueing us from whiplash!

 

8) Now that transport turn...I would get rid of that. Sure it's fun but if it cannot depend on gravity to manuver it I would just get rid of it.

 

9) I would work on dispatch times because you dont want a coaster to have to stall on the lift while waiting for clearance but im sure you know that and this is just the draft so I know you are going to have the fix come the big day !

 

Overall really like the layout as it is very original and fun at the same time. Like the color scheme and I can picture this coaster being themed around a castle setting with some indoor and outdoor sections of it! Keep up the good work.

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Thanks! Coming from a EF genius like yourself, that really means a lot! I will take all of these points into my design. I'm glad you like the loops! They took a few hours on their own! lol. Sadly, I don't have those smoothing programs, and don't believe in using them because they take away the aspect of "your" design, so they are probably as smooth as I can get them

 

Did you notice any other pumps besides in the loops (and my attempt at heartlining )?

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I didnt notice any "pumping" at all. The heartlining was pretty good. I dont really look at heartlining as much because in some cases it can actually hurt a ride. (dont ask which cases its a case by case thing lol). I dont expect any coaster to be "perfect". Heck even real coasters have flaws and arent the smoothest or anything like that. I look at a coaster for what it could be and the originality of the design.

 

 

Cant wait to see the other folks designs!

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Since euro-fighters are one of my fav to design I will give you some input! First im going to talk about the construction. I know this is basically done so i'm taking that into acct. Now keep im mind im giving input based on if I had design the coaster so it's just my opinion. Now it is a lot to read but it is all productive and positive feedback!

 

1) The banking on the drop out of the station is banked a tad too much. Honestly I dont think it needs to be banked at all since it's going like 10 mph.

 

2) I dont see a problem w/ having a stop and launch at that steep of grade but im sure it would be more stressful than it would be if the start of the launch was flat and gradually inclined. But I would suggest to have it flushed (straight) the entire way. You may want to use the vertex panel to insure your nodes are aligned.

 

3) The drop off of the first hill is killer! The problem is too many nodes. That can pose a harsh bumping problem and in this case it does and causes red g's. I would just play around w/ the drop and try to design it so it doesnt need 8 nodes.

 

4) The MCBR is on pretty hard. I would suggest having it longer and a more easier decrease in speed because it hits you pretty hard. The same can be said about the first final brake run.

 

5) Im gonna go back to using the vertex panel. while riding in the backseat I can feel every node of the coaster which causes a lot of bumping. While I dont use any tools to smooth my coaster, that generally fixes bumping and helps get a fairly smooth ride.

 

6) Now while you haven't finish supporting this coaster I have some suggestions. One of the think I like, and some loathe, about euro-fighters is that you HAVE to use custom supports. So with that said lol I really hope those prefab supports are just there for show right now because they really arent supports for this style of coaster. And also what I generally do is when using the 2 rail track on euro-fighters I tend to place a support every 5-6 cross bars to give it a more realistic look to it so it wont look under supported.

 

Overall I like the originality of this coaster. What really sets your coaster apart from the rest is the launch INTO the 90+ degree! So, thats my input and cant wait to see the finish product!

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What? lol, I'm confused.

 

Here, let me say it like this. "Do you have any comments on our roller coasters?"

 

 

Ok! I got it now! I downloaded your coaster, and it was really good! Just a few cooments!

 

- You have red pos. G's (7.4) at the bottom of your first drop.

- You have red lat. G's (2.4) in the turn right after your mid-course.

- You have red lat. G's (2.2) in the turn right before your end break run.

 

- Your coaster also goes above the big red box in the middle of the template. That is one of the rules. Nothing can go in or above the box.

 

Other than that your coaster was great! I loved the layout! Great job!

~Matthew

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Oh okay, I thought you couldn't go IN the dark red box, but over it was fine... (might want to make that more clear in the rules)

 

Thanks for the feedback, but how are you getting those red g's? 25% speed?

 

I will post an update version soon...

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Wait, if you we can't even have red g's at 25% then I withdraw, 'cause that's just ridiculous. That kind of g-force is negligible. I mean hell, you absorb a ton of g's just from jumping up and landing on the ground but you don't notice because it's a split second.

 

I'll still upload my track once I finish the supports, but I'm not going to worry about the contest 'cause I really don't care if my g's are 0.9 and then pop red and back so fast at 25% speed that I can barely even make out a number. Even the Typhoon track done by NL has red g's at 25%. Quite a few actually, for a more sustained time than my track.

 

Thanks though, sorry for the trouble. Lookin' forward to the other entries.

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