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Posted

After much persuasion, I'm uploading what I believe is my first ride on TPR. I'm well aware of the faults in it, so what you tell me won't be anything new. But I guess since all I do is dish it out, I might as well show you what my build technique is like.

 

So here's Copper Mine. It's supposed to be a coaster built in and around an old mine. That's why the terrain is so rugged and there's a large body of water next to the hills. The wooden tunnellike things are unfinished or decaying tunnels and mine structures. The big structure in the middle of the helix is some sorta mine thing too, I guess.

 

So enjoy. Maybe I'll upload something else I'd been toying with.

Copper Mine.nltrack

The ride.

mine2_187.jpg.4053057be63c11b005076225151c65b9.jpg

The prelift helix.

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Posted

I loved the setting and the layout, how spacious the track is and yet forceful at the same time.

 

Speed was very good throughout, there are a few pumps but they dont affect the ride quality at all, there was also very little time spent on the lift hills which was very welcome!

 

I would really like to see what else you can come up with!

Posted

If only Arrow or Vekoma made a mine ride like this...

 

A little bumpy, but that's the norm for those kinds of rides. Awesome layout and setting. I really liked some of the parts when the banking threw the train to the side quickly. Overall its a very good ride.

Posted
A little bumpy, but that's the norm for those kinds of rides. Awesome layout and setting. I really liked some of the parts when the banking threw the train to the side quickly. Overall its a very good ride.

 

Huge misconception; rides aren't rough because of pumps, its the track shaping and the quality of the cars and tracks which cause roughness. You should make a ride rough by making the track pumpy.

 

I thought the ride was pretty good. The layout was fun and the pacing was satisfying. I also liked those structures you made here and there.

 

If I was being critical, I would have to comment on the supports, especially the ones on the MCBR (they looked a bit loose and ugly). Also, the track wasn't the smoothest in the world (mainly during the helix sections, but there are techniques to get rid of them).

Posted
If I was being critical, I would have to comment on the supports, especially the ones on the MCBR (they looked a bit loose and ugly). Also, the track wasn't the smoothest in the world (mainly during the helix sections, but there are techniques to get rid of them).

See, I know all that already. As for the supports, I think they're adequate. They are a little spacy, but the ride's not going to tumble over if stopped in the block brakes.

 

With the pumping, what techniques are there? Because if it's a tool or Ctrl+G, that's not going to help me. I try, but I just can't get rid of some pumps. I try my hardest to reshape pieces, but before I know it, the helix is shaped like crap, and I just have to live with the mess.

Posted

I liked the ride. It had a nice layout, great pacing, and I really liked the turnaround helix. It had its fair share of pumps, but every ride does. How I would recommend to fix them, is Loefet's track shaping tools. They aren't even tools in the sense you're thinking. They are .3ds objects that you use to help you place your track. If you know how to manipulate .3ds objects in the editor, your good to go.

 

Also, you need to use more segments, segments about 20-30 feet long work best for me. I also have a special technique for smoothing out joints in trackwork, but that takes a bit to explain, so I'll only post it if you're interested.

 

And lastly, I have to question the supports for the MCBR, they look very flimsy. The addition of some diagonal members to create would do wonders for the look and credibility of them.

 

Overall, I'd probably give the ride a 7/10. Keep trying, I know what its like to get totally pissed at and/or bored with a project and just stop going with it. Ever wonder why you never see any of my tracks here?

Posted

I liked it a lot! I actually didn't find a lot of pumping (there were some pumps but like Vekoma Fan Boy mentioned, we are all guilty of that), but the first drop and the drop after the MCBR were a little choppy. But overall, the ride was very well-paced. I also liked the tunnel on the first drop

If only the real Vekoma could build coasters like this...

Posted
I liked the ride. It had a nice layout, great pacing, and I really liked the turnaround helix. It had its fair share of pumps, but every ride does. How I would recommend to fix them, is Loefet's track shaping tools. They aren't even tools in the sense you're thinking. They are .3ds objects that you use to help you place your track. If you know how to manipulate .3ds objects in the editor, your good to go.

What do you mean 3-D objects to place my track? How would those help? Is it anything like circle building? I do that sometimes.

Also, you need to use more segments, segments about 20-30 feet long work best for me. I also have a special technique for smoothing out joints in trackwork, but that takes a bit to explain, so I'll only post it if you're interested.

I have no clue how to make more segments to create a smoother ride. Because more segments means more bumps. I can't hand build six segments in a turn or two because you can feel every node. Do you mean just splitting the longer segments? If that's the case, then aren't more segments only really for banking purposes?

Posted
I liked the ride. It had a nice layout, great pacing, and I really liked the turnaround helix. It had its fair share of pumps, but every ride does. How I would recommend to fix them, is Loefet's track shaping tools. They aren't even tools in the sense you're thinking. They are .3ds objects that you use to help you place your track. If you know how to manipulate .3ds objects in the editor, your good to go.

What do you mean 3-D objects to place my track? How would those help? Is it anything like circle building? I do that sometimes.

Also, you need to use more segments, segments about 20-30 feet long work best for me. I also have a special technique for smoothing out joints in trackwork, but that takes a bit to explain, so I'll only post it if you're interested.

I have no clue how to make more segments to create a smoother ride. Because more segments means more bumps. I can't hand build six segments in a turn or two because you can feel every node. Do you mean just splitting the longer segments? If that's the case, then aren't more segments only really for banking purposes?

 

1. It is circle building, only there are more shapes he made than just a circle. There is a circle, an Archimedean Spiral, Clothioid Spiral, a general Spiral, 2 parabola like objects, and a true parabola in the pack.

 

2. Using more segments gives you more control over the track, which makes a smoother ride (with practice). What I do, I rough out the layout using the 20-30 foot segments, and ignore the pumps till I'm done. Then I go split each segment again, delete the original node I placed, smooth the segment with control G, split the segment to replace the original node, and delete the other 2 when I'm done. (Trust me, its easier done than said. I'd be happy to post a pictorial of it if you didn't get that.)

 

But either way, like I said, practice makes perfect. Just keep trying.

Posted

"Practice makes perfect." I'd have to practice a whole different method because I've been using NoLimits since 2001.

 

Can you link to me these 3-D objects and perhaps send me a PM with this segment-dividing method you're referring to? Because this still doesn't make much sense to me. Why would you delete a node, only to replace it and then add more? A track can have tons of nodes, but if it's crap, it's still crap.

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