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Posted

I'm definitely seeing improvement!

 

It was still really pumpy, but the layout had tons of potential, the forces were better, and it was nice to see you experimenting with custom supports.

 

Keep working, you'll get it!

Posted

Pumps can be better defined as bumps, or jerks in the track.

 

You can reduce the amount of pumps by making shorter segments (more vertices) to use the smoother (Ctrl+g) effectively.

Posted

That was a really cool unique design for a B&M hyper, and i also think the color scheme worked well. But there were a few parts that needed to be smoothed out, specifically the part after the large air hill where it made an weird s-bend shape. Oh yeah, and try to add a pre-drop. This is a really good attempt for your second coaster though.

Posted

I think my neck just broke.

 

Really, and I mean REALLY, work on the pumping.

 

And to improve on DBru's definition of pumping, pumping is basically a sudden change in radius in a drop or a turn. In order to avoid this, always make transitions fluid-like and natural. Here, watch this video of the Hulk to see what I'm talking about.

 

 

Watch the track. Note how everything flows together; there are no sudden changes in direction, no sudden jerks, etc. This is what you're striving for.

 

Granted, if you're hand-building you'll never reach the level of mathematical perfection found on real-life coasters or tool-built NL coasters, but I've seen people get pretty darn close.

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