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Posted

This release is another one that strives for "originality". (But yes, it is inspired by Flight of Fear.) Mission: Escape is an indoor Premier LIM launched coaster.

 

For years, the government has been keeping secrets from us---but now, those secrets have grown too large to keep, and we must leave Earth before it is too late. Along with 15 other passengers, you must board a shuttle in the underground safety barrier of Washington, D.C. In less than 4 seconds, you will be blasted into space at exhilarating speeds, soaring through the stars. They will not tell us where we're going, or how long it will take to get there. They well only tell us that we are on a mission---a mission, to escape.

 

 

Enjoy your ride, and I hope you enjoyed the SciFi storyline!

MissionEscape.nlpack

Please download and comment!

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Posted

I was unable to get the starry background, and just got pure dark, so as of now I am not going to give a rating cause I could not see. How can i get the starry background?

Posted

^Lol, Matt. It was a quick spike to 5.5...that's nowhere near what the coaster with the highest amount of positive g's provides. A standard Vekoma Boomerang pulls 5.2 going into the first inversion.

 

Pay attention to the numbers, not the colors.

Posted

Yea, I think a thread needs to be constructed to give a simple outline/guideline to reading the G's in NL. Far too underestood. I almost wish Ole would ship the game with an updated script. Which, you can do yourself. You can change when the colors go yellow and red.

 

Hey, DBru, I assume youre AHG'g your rides. Care you throw me the original file you created the AHG from? I want to try somethign that could drastically improve your rides.

Posted

^Thanks for the support! lol

 

I've deleted all of the non-final files, though. I usually do that with all of my rides, to clear up space on the computer. What were you going to do, exactly?

 

I'll try to remember, before I AHG my next ride, to keep those files for you.

Posted

Basically, you have a lot of areas on that ride where the banking isnt as quick or as precise as it should be. This is because you used a higher filter and/or (and this is the bigger problem) not nearly enough verticies. When I AHG a track, I take the total length in ft and divide by 4 so I have a vertex every 4ft. This allows a very accurate track.

 

Second, and this takes a little more time, but certain areas will require a higher or lower filter and I take the time to go through the track and filter the segments I need accordingly. I think the main thing here is you needed almost double the verticies to get a track that has more realistic shaping and as a result, better G control. I could tell just from pushing my way through in the editor (I do that before I ever ride...just a habit when I rate) that several areas were under or overbanked and it wasnt a result of you, it was the AHG (proof the Ahg doesnt always make your tracks better)

 

 

I was going to take your original track, run it back through and see what I could come up with. But infact, I know how to reverse engineer it anyways. Give me a few mintues, Ill throw up a revised version with an explanation of what I did.

Posted

OK. Heres what I did:

 

Cut out both the pre-mcb section and the post mcb section. Took down speeds for entrance and exits of those elements (for AHG purposes) and then got to work.

 

Where I felt you were going for a certain...shape, I made sure to tell the AHG to stick to that banking. I had to alter the banking some since the last time you ran it through the AHG kinda botched it up. But that was simple. I also made sure all of the airtime segments were color coded as well so they didnt flip on me. I also made sure I kept the entrance and exit bankings exactly the same.

 

I then added 0.25 of a heartline to your first half. Why? The transition right after the first turn where you bank hard to the right, the heartline showed a "hump" at the apex of that banking transition. Ideally, you want that to be a straight line, but yours moved upwards. If you wanted that, sorry, easy fix but adding the heartline removed it and made the transition have less laterals.

 

I rinsed and repeated that process for the second half, adjusting banking for the second loop as it looked like you wanted a traditional banking loop. My first run through the AHG without touching that turned it into a Maverick-esque roll because of the shaping. So I had to rework the banking, color code it to save it there and then add a high filter so it would smooth out the banking a lil.

 

What I have is a much cleaner, more revised version that took me all of 5minutes. WIth the original, it would be even better.

missionescape_493.nltrack

Posted

Sorry, reds get a -7.

 

2/10

 

otherwise it would of been a 9/10

 

LOL! Great marking scheme there.

 

I loved the ride. It was unique, fun and smooth. 9/10.

Posted

^^Oh, okay, thanks! I really like the way that first roll after the MCBR turned out after you tuned it...I definitely need to focus more on the banking, filtering, and segment size next time.

 

For those of you who are interested, I've uploaded a new (packaged) version of the coaster which should include the star 3D's.

 

Thanks for all the feedback!

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