KDCOASTERFAN Posted August 1, 2009 Posted August 1, 2009 I'm currently working on a new woodie(decided to abandon the mega lite for now) & hope to have the track up for download when it's completed....I'm using some lessons learned on Behemoth's design like splitting up the segments & riding over & over in 3D to smoothen things out but until it's completed & tested in the sim there's no real way to determine the G's at the moment.
MrX8991 Posted August 2, 2009 Posted August 2, 2009 I'm currently working on a new woodie(decided to abandon the mega lite for now) & hope to have the track up for download when it's completed....I'm using some lessons learned on Behemoth's design like splitting up the segments & riding over & over in 3D to smoothen things out but until it's completed & tested in the sim there's no real way to determine the G's at the moment. Â What I do is complete a part of the coaster, then press the "c" key to complete the coaster, test it in the sim for g's and keep repeating until the element is nice.
krosscoasters Posted August 2, 2009 Posted August 2, 2009 Here are two things I made after I managed to get Rct2 working again. One is a cramped park and the other is an attempted recreation of a Jet Star II.
AmyUD06 Posted August 2, 2009 Posted August 2, 2009 I'm currently working on a new woodie(decided to abandon the mega lite for now) & hope to have the track up for download when it's completed....I'm using some lessons learned on Behemoth's design like splitting up the segments & riding over & over in 3D to smoothen things out but until it's completed & tested in the sim there's no real way to determine the G's at the moment. Â What I do is complete a part of the coaster, then press the "c" key to complete the coaster, test it in the sim for g's and keep repeating until the element is nice. Â Alternatively, you could set the coaster type to "shuttle" (and set trains to "1") which will allow it to run in the simulator without a complete circuit.
KDCOASTERFAN Posted August 3, 2009 Posted August 3, 2009 I'm currently working on a new woodie(decided to abandon the mega lite for now) & hope to have the track up for download when it's completed....I'm using some lessons learned on Behemoth's design like splitting up the segments & riding over & over in 3D to smoothen things out but until it's completed & tested in the sim there's no real way to determine the G's at the moment. Â What I do is complete a part of the coaster, then press the "c" key to complete the coaster, test it in the sim for g's and keep repeating until the element is nice. Â Alternatively, you could set the coaster type to "shuttle" (and set trains to "1") which will allow it to run in the simulator without a complete circuit. Â I was thinking about that but,for this project decided to use the connect/disconnect mode & it really helped in finding out where the trouble spots were.Now I've just gotta work on the blocking before I put the finished track up for download.
mike541x Posted August 3, 2009 Posted August 3, 2009 I'm working on a Drachen Fire inspired roller coaster called Cobra (taken after my dream car 1993 Mustang Cobra SVT). This is what I have so far. It looks finished, but I'm gonna add more themeing to it and maybe more trees.  Enjoy....  Lift Hill  Pre Lift  This was the old Pre Lift with the original Yellow trains  Most of the Layout  Camel Hill and Sidewinder  Sidewinder  Station  Queue and Sign (Mustang Cobra logo)  Train and Station  Queue  Lift Hill  First Drop  As Arrow called it The Batwing  Ride shots   Night shots  More to come....
Devious Posted August 4, 2009 Posted August 4, 2009 Preview of my latest project "X-force"   Launched Vekoma flyer, utilizing brakes to create a "Fake launch" before the ride actually launches into an insane and intense layout  Progress: ~5%
panther33 Posted August 4, 2009 Posted August 4, 2009 Check my paramount out! SCR38.BMP Its a Arrow Suspended like Vortex/Flight Deck.
coasterfreak101 Posted August 5, 2009 Posted August 5, 2009 One last update on this 4D before I connect the entrance/exit and make a nice little area around it: SCR1.BMP EDIT: I noticed an unpainted support and a dirt patch. Had to fix it!
ericmichaellucas Posted August 5, 2009 Posted August 5, 2009 ^ I'm not sure what's more insane, the track work or the support work! Â Excellent detail
Team Thriller Posted August 5, 2009 Posted August 5, 2009 IMO, there is way to much support work. But the coaster does still look awesome! Â --James
coasterfreak101 Posted August 5, 2009 Posted August 5, 2009 ^Ever paid attention to the real-life 4D coasters? Here's a few pictures: http://rcdb.com/750.htm?p=2165 (X) http://rcdb.com/3254.htm?p=15682 (Eejanaika) Â My supports are designed a bit different (with more support on each one), but there's less of them. Just note how close together the supports are on the real-life 4D coasters, especially in lower parts. Â Trust me, I agree that it's an insane amount of supports. But it's just the way that Arrow did it.
Team Thriller Posted August 5, 2009 Posted August 5, 2009 ^ I know that. Maybe it's the color you choose or the angle of the picture. Maybe grey would look more "organized". The coaster is awesome, don't get me wrong, just it looks like a bowl of Spaghetti. Â --James
coasterfreak101 Posted August 5, 2009 Posted August 5, 2009 I get what you're saying It is kind of an out-and-back design, so the area pictured where there's four different pieces of track in line really is pretty crammed. The first and last raven turns are set away from the track, and they do look a lot less jumbled. Â Oh, and I'd try more colors, but you have no idea how long it took me to change them all from brown to white already! I don't think my clickin' finger can handle it again!
KDCOASTERFAN Posted August 5, 2009 Posted August 5, 2009 I'm about to begin work on my next NL project tentatively named Banshee,which will most likely be floorless & use pre-fab inversion elements.
KPWoCkAxX Posted August 5, 2009 Posted August 5, 2009 ^ I'd like to see that. Â ____________________ Â A little something I'm working on. It's an entrance to a park. The crane in the background is a little teaser. Â What do you think, thread worthy?
KDCOASTERFAN Posted August 5, 2009 Posted August 5, 2009 ^It's still a work in progress with a layout somewhat similar to medusa east/bizarro but I'm running into a bit of trouble with the drop off the MCBR into the flatspins right now & I still have to do the supports as well. Â The inversions on this ride are all pre-fab & are difficult enough to work with but the sections in between are pretty much hand made & once completed I'll go over it for smoothness to check any spots missed along the way.
KDCOASTERFAN Posted August 6, 2009 Posted August 6, 2009 Banshee's trackwork is completed,I'll start working on supports tomorrow & try to post some screens before posting the download.
KDCOASTERFAN Posted August 6, 2009 Posted August 6, 2009 There's simply no way to get the file size down to 150K or less so I cannot upload screens,just finished tracks.
rollerboy Posted August 6, 2009 Posted August 6, 2009 ^ http://bluefive.pair.com/pixresizer.htm  Works great for me.
KDCOASTERFAN Posted August 7, 2009 Posted August 7, 2009 ^ http://bluefive.pair.com/pixresizer.htm Works great for me.  Just got it so I'll work on re-sizing the images tomorrow.  The support work on Banshee is turning out to be a real challenge in the cobra roll area but has come out sweet on the zero-G roll.  The re-sizing utility isn't doing a thing to change the size of the data being uploaded....changing the size of the image doesn't change the number of KB's used to generate the image so I simply cannot post screens on this site end of discussion on that issue.  I can upload only the track files for download like I did with my last two coasters so that's what I have no choice but to continue to do.
rollerboy Posted August 7, 2009 Posted August 7, 2009 ^ I don't see how though. All you have to do is load up the image, select 600X800, save as .jpeg and you're done. Works fine with everyone else.
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