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I have no doubt this will be the best EF I've ever seen on TPR! I love your coasters, the colors are always great, as well as the layout and transitions! I'm ready to download it!

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Thanks for the feedback guys! The first inversion(s) are kinda the equivalent of the pretzel loop on the B&M flyers! It pulls like 5 g's! Now i'm working on another inversion I call the "Spider Roll" in honor of one of my favorite sushi dishes! The beginning of the roll has some cool hangtime kinda like on mystery mine!

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I'm loving that spider roll. Its actually an idea I had a while ago, but I lack NL, so I cant make custom inversions...Oh well. I think it would be really cool to have it exit into an inclined loop or something, then maybe an overbank to wrap it back the other way.

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Another update but a kinda boring one lol. This shows the beginning of the coaster showing the station and the track leading to the lift. I'm kinda stuck on what to do after the spider roll and a cut back. Im thinking some airtime hills and an inline roll before the "tuck and roll" finale into the brakes. Right now im looking at 7 inversions and top speed of 61 mph!

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^ bunny hops it is!

 

Wow! You make amazing Euro-fighters, I don't know what your other types are like because I've never ridden one yet but they should be just as good.

 

Amazing elements by the way!

 

I have posted other style of coasters on here before. Even an inverted dive machine...but I love euro-fighters. They look soo fun!

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Ok The roller coaster ride is coming to an end now and I need your help! I'm stuck in a frenzy as to how to end the coaster. What I wanted to do was end it with a "tuck and roll" element (pictured below) but I didnt want the coaster to be looked at as just a multi-looper. With the T.A.R it would bring the inversion count to 7, which would be more than on any euro-fighter today. But it would also kinda cause stacking of trains being that the second half would be longer than the second half causing either stacking on the MCBR while waiting for the train to reach the first of the final brakes, unless I make the dispatch time longer which would still cause stacking on the final brake run .

 

The other choice I was considering is a 540 degree uphill helix. Now that would keep the design true to the traditional euro-fighter since they all generally seeem to either end with a helix or have one on the course. But the only problem is... I SUCK AT MAKING HELICES!! There I said it lol. No matter how hard I try I just cant seem to get it smooth as I want it. It always starts out alright but when I try to keep it a perfect circle I feel bumps along the helix.

 

So to bring this to an end I ask you, my nolimits friends (even if you dont have the game you're still my nolimits friend ), how should the coaster end!

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Another shot. BTW the exit to the brakes isnt finished. (and even w/ the helix as you can see it even almost cause stacking on the MCBR).

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My not-so-great helix!

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The original ending which would call for the need of extra track work which would in turn cause longer dispatch time or stacking thru out the course.

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There's some major airtime to be had in them dar hills!

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Hand building a helix is near impossible to get it right. Use the Purgatorium (does anyone use that anymore) or the Elemental. I think ending with a helix is a better idea than the tuck and roll. It's more in tune with what the Eurofighters do.

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I've gotta say jarmor, I've really been inspired by your latest builds. You have the kind of creativity I strive for. I really like the first and second inversions on this coaster too, I did come up with one almost exactly like it, but it exited like a regular loop as opposed to an Immelmann,

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