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Posted

After spending days working on the track & figuring out how to design the supports my first coaster in no limits,Behemoth is finally completed.The ride is set to run two six car trains(but isn't a recreation of the ride at CWL) & has good pacing & speed.

 

I'll try to get pics up ASAP but I'm not sure I'll be able to upload the track to the forums for download.

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Posted

SRRY BUT THIS WASN'T GOOD AT ALL

 

I'm not the best builder for NL, and I hardly ever comment negative but this just did it for me, EVERY hill had red G-s, no turn was properly shaped and the overall layout was a few bumps a Helix and a few other bumps

 

I suggest putting more time in trackwork and testing your rides before posting them and first of all eliminating all red G's, I don't mind pumps, and cliche layouts as long as the G's are fine wich in this case just failed, If this was real the park owning the coaster would have some serious problems with people dying from extreme G-forces

 

1/10 for the effort

Posted
SRRY BUT THIS WASN'T GOOD AT ALL

 

I'm not the best builder for NL, and I hardly ever comment negative but this just did it for me, EVERY hill had red G-s, no turn was properly shaped and the overall layout was a few bumps a Helix and a few other bumps

 

I suggest putting more time in trackwork and testing your rides before posting them and first of all eliminating all red G's, I don't mind pumps, and cliche layouts as long as the G's are fine wich in this case just failed, If this was real the park owning the coaster would have some serious problems with people dying from extreme G-forces

 

1/10 for the effort

 

Thanks for the feedback,this was my first project using NL after all & I must admit that after riding it in the sim a few times some of the hills were taken a bit too fast but during the design phase I felt that making the hills bigger would've slowed the train down to the point where it would valley somewhere along the course.

Posted

Well, of course it's not perfect, It's your first NL coaster, but it sure beats the heck outta my first NL creation. I tried to make a Gerstlauer Eurofighter and the first turn after the the drop racked up about 45 lateral G's. Plus, the following loop looked more like a spaghetti bowl than a circle. Seriously.

Posted
Well, of course it's not perfect, It's your first NL coaster, but it sure beats the heck outta my first NL creation. I tried to make a Gerstlauer Eurofighter and the first turn after the the drop racked up about 45 lateral G's. Plus, the following loop looked more like a spaghetti bowl than a circle. Seriously.

 

Did you try using any pre-fab elements?

 

I'll probably get to work on another project & hopefully post updates in the preview thred,once I figure out how to resize the pics so that they don't exceed the file size limitations.

Posted

I .... Umm... It... Yeah... Your coaster seemed to have a lot of potential, but for some odd reason I could not focus on the track work. There are so many things I could point out with this coaster. Try watching some "How To Build In No Limits" videos on youtube! They will help a bit! Also be sure that when you place an element that the element is not to small because otherwise you end up with airtime hills that give you -5.46 G's

Posted
:omg: I .... Umm... It... Yeah... Your coaster seemed to have a lot of potential, but for some odd reason I could not focus on the track work. There are so many things I could point out with this coaster. Try watching some "How To Build In No Limits" videos on youtube! They will help a bit! Also be sure that when you place an element that the element is not to small because otherwise you end up with airtime hills that give you -5.46 G's

 

Good idea about the element sizing because I'm still getting used to the physics of NL vs. those of RCT/RCT2. I may go back over behemoth's overall layout & make a few changes as well as do an E-stop test because I don't think the MCBR is really set right before re-releasing the ride should anyone be interested in downloading it.

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