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Hunter (NL) -DOWNLOAD PAGE 2-


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My new project, Hunter has been on the cards for a very long time, I've always wanted to do a dive machine, but with such limitations of the coaster type I never got a layout I wanted.

 

I decided to go for it and after alot of playing around I'm onto something I will see to the end.

 

Nothing is final at the moment and suggestions are welcome.

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Post-drop

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Looks awesome, but is that trims I spot on that airtime hill in the last picture. If it is, shame on you.

 

They look like brakes for a slanted final brake run. I could be wrong, but it looks like it has that hill, then turns around and returns to the station.

 

He means just infront of where the train is, on the tall hill I think!

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Hunter

 

Background

 

Dive into the forest from a head spinning height and feel the thrill of the chase. Fly high above the trees and plunge down to the forest floor, experience forces exceeding 4Gs and masses of weightlessness, in this dizzying new experience.

 

I've been planning on doing a dive machine for years! But it never fruited into something I felt happy with, after finishing my dueling coaster I went back to the drop I'd designed and the rest just flowed out.

 

It's not a ride filled with intense direction changes and mad forces. I've designed it so you can just enjoy every element as it comes. In real life the drops will be really intense! So the rest of the ride compliments that.

 

Element List (in order);

 

- 200ft Vertical Drop (with holding brake)

- Stall Turn

- Immelman

- Upward Helix

- MCBR

- Near Vertical Drop

- Overbank Dive

- 180* Swoop

- Air-time hill

- 90* Swoop

- Immelman

- S-hill

- Final Brakes

 

PLEASE NOTE:

 

I've tried to design the ride with 8-across trains in mind.

 

Trackpackager is needed to open the track

 

This ride is hand-made.

 

MASSIVE Thanks to Loefet, Ed and Andre on testing and giving advice.

 

I've enjoyed making this ride, hope you enjoy it too.

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Hunter.nlpack

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It seemed kinda repeative with the same elements one after another. The -1.4 lat forces during the turn after the initial drop needs to be toned down a bit. The braking on the mcbr didnt have a "natural" feel to it, as well as the first final brake...it seems like it runs thru it then stops.

 

I like the color scheme of it and the custom supports and the fact that it had lots of trains going. you dont really see a long dive machine around.

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It seemed kinda repeative with the same elements one after another.

 

Like.. a real dive machine?

 

The braking on the mcbr didnt have a "natural" feel to it, as well as the first final brake...it seems like it runs thru it then stops.

 

Again, watch a dive machine in action with magnetic brakes. The magnetic brakes do the initial slowing down then it rolls onto the clamp brakes and and that does the final slowdown. This is to reduce maintanence, because the magnetic brakes are non contact. If you can slow the train right down with no contact before the contact brakes, they're less likely to get worn out! It may not feel natural to you, but it is realistic.

 

 

I don't mean to patronise, but it sounds like you've never watched a dive machine in action.

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ummm...not only have a watched a dive machine I have BEEN ON A DIVE MACHINE!!! Do I need to direct you to my video of my experience?

 

And yes your elements repeat one after another, but guess what...this is nolimits. the point of nolimits is to be creative, real life dive machines are too short to be repeative. I would figure since you decided to make it longer you would have had a more eventful layout and incoporate new things. In real life coasters seem to "evolve". I mean look at the very first dive machine and now look at the latest. So that "just like a real dive machine" statement doesnt fly, because quite frankly yours is NOT a real dive machine and thats no excuse to not have a non repeative layout...

 

Again, your brakes didnt brake smoothly..

 

Im sorry if my comments didnt come off as you wanted them to. I figure people post to get peoples reaction and thoughts.

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I've been on the only 2 dive machines in the US and both are very repetitive. The newest and best one even more so than the first one. If it wasn't for the second immelman on Griffin there would be no difference at all.

 

Shikra = steep lift, drop, immelman loop, brakes, drop, water & done.

Griffin = steep lift, drop, immelman loop, brakes, drop, immelman loop, water & done.

 

Yes it's true you could have made your coaster do something that the real one's don't do by that I mean different inversions but you didn't and that to me makes it a very realistic NL coaster. The real ones are VERY short and repetitive. Honestly I wish park in would build one like yours it is better than any currently built.

 

As for the brakes, seem pretty realistic to me also.

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