dcxs Posted August 19, 2009 Posted August 19, 2009 Hey, my first upload, hope you enjoy! My coasters dont use any 3do and are 100% hand built so be gentle, (Coasters are not final) contestTIGHT10.nltrack This is what came out of me trying to build a coaster for a contest. The coaster is better then this pic I promise! KD-coaster2010.nltrack
Sasquatch Posted August 19, 2009 Posted August 19, 2009 but they are better then most "crap" posted here anyways I wouldn't be so sure. That kind of attitude is just begging for a bad review! Post a few screenshots (like the rules state, which you definately seem to have read, hint hint) and maybe you will start to see people rate your ride.
dcxs Posted August 19, 2009 Author Posted August 19, 2009 Well I was referring to the 12 year olds who put like 10 min of time on their coasters sorry if that wasn't clear
themeparkman25 Posted August 19, 2009 Posted August 19, 2009 Wow, all I can say about both of those coaster is that they both would be totally awesome to ride! I am not sure their relation to the actual KD coaster or even if they resemble the plot of land being used, so I will neglect critiquing over inaccuracies in that vacinity. The first coaster (One with inversions)- Positives: -Great layout with awesome element selection. I thought it was a perfect combination of speed, airtime and inversions. It had a iSpeed feel in that sense but still maintained a full selection of awesome elements. -Fairly smooth. It wasn't the smoothest coaster I have ridden, but for the most part it was (major) pump free. Good job. -The colors. Orange and grey had a nice feel to them for sure. Nice choice. -The supports. This to me was the achillies heel of the coaster because they were very nice supports but were inaccurate to supports used in real life. Negatives: -The launch. Real launches happen over perfectly straight pieces of track, they do not launch on turns, hills or any deviation from a straight piece of track. In the future, make sure the launch isn't taking place on a curve in the track. -The brakes. This is similar to the launch in that you had the brakes going up a hill and around a turn. If for some reason the ride had to be emergency stopped, the train would roll back out of the brakes and then it would be valleyed! boo!! Advice: Great work, this was an awesome coaster. Just remember to keep all sections of track that should be straight, straight. Keep it up. The second coaster (the hyper/giga)- Positives: -Awesome layout full of sweet turns, exhilarating pops of airtime and a realistic layout. It felt like a Giga Mega Lite, wait what? But it also felt like Goliath at Walibi so I guess the combination of those two would be why I liked this coaster so much. -Whats this, an Intamin hammerhead? FANTASTIC! -The supports. Again I thought this was your achillies heel in that they looked awesome and were realistic looking, but not realistic functioning. Maybe that is just my opinion, but they were still great so don't worry too much. Negatives: -Watch the forces. In a couple of places on the ride you had forces in the upper 5's and though it is liveable, it would be a little too much for some people. Just keep that in mind. -The kickers. In the final brake run you have kickers in the brakes, those aren't needed until the transfer track section. Running with that, you didn't have the train completely stop until well into the transfer track, which of course it should have been stopped before then. Great coasters, both were fantastically laided out and packed sweet elements. Keep up the great work.
Chris Benvenuto Posted August 20, 2009 Posted August 20, 2009 pic's or gtfo Uncalled for. The photos look really good, and a real good attempt at making a model of the ride. Good work!
dcxs Posted August 20, 2009 Author Posted August 20, 2009 Wow, all I can say about both of those coaster is that they both would be totally awesome to ride! I am not sure their relation to the actual KD coaster or even if they resemble the plot of land being used, so I will neglect critiquing over inaccuracies in that vacinity. The first coaster (One with inversions)- Positives: -Great layout with awesome element selection. I thought it was a perfect combination of speed, airtime and inversions. It had a iSpeed feel in that sense but still maintained a full selection of awesome elements. -Fairly smooth. It wasn't the smoothest coaster I have ridden, but for the most part it was (major) pump free. Good job. -The colors. Orange and grey had a nice feel to them for sure. Nice choice. -The supports. This to me was the achillies heel of the coaster because they were very nice supports but were inaccurate to supports used in real life. Negatives: -The launch. Real launches happen over perfectly straight pieces of track, they do not launch on turns, hills or any deviation from a straight piece of track. In the future, make sure the launch isn't taking place on a curve in the track. -The brakes. This is similar to the launch in that you had the brakes going up a hill and around a turn. If for some reason the ride had to be emergency stopped, the train would roll back out of the brakes and then it would be valleyed! boo!! Advice: Great work, this was an awesome coaster. Just remember to keep all sections of track that should be straight, straight. Keep it up. The second coaster (the hyper/giga)- Positives: -Awesome layout full of sweet turns, exhilarating pops of airtime and a realistic layout. It felt like a Giga Mega Lite, wait what? But it also felt like Goliath at Walibi so I guess the combination of those two would be why I liked this coaster so much. -Whats this, an Intamin hammerhead? FANTASTIC! -The supports. Again I thought this was your achillies heel in that they looked awesome and were realistic looking, but not realistic functioning. Maybe that is just my opinion, but they were still great so don't worry too much. Negatives: -Watch the forces. In a couple of places on the ride you had forces in the upper 5's and though it is liveable, it would be a little too much for some people. Just keep that in mind. -The kickers. In the final brake run you have kickers in the brakes, those aren't needed until the transfer track section. Running with that, you didn't have the train completely stop until well into the transfer track, which of course it should have been stopped before then. Great coasters, both were fantastically laided out and packed sweet elements. Keep up the great work. Thanks for taking the time to give me some feedback! I will definitely take them into consideration next time I build something. And btw the land clearing in KD looks like the coaster will have a L-shape and thats about all we know of the ride so this is sorta my "dream-version"
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now