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Posted

My only suggestion is to get rid of the kicker wheels on the turn coming out of the station, they're unnecessary.

Posted

^Negative, ghostrider. I definitely think you should do a couple things to make the coaster. As pointed out earlier, it would be more realistic to remove those kicker wheels on the turn outside of the station. Further, I would suggest that you should take out the pre fab lift hill supports and custom build your own. It makes the coaster far more realistic and "better" looking. All in all, this looks like a good coaster though.

Posted

Try to place supports at regular intervals, say one X-large support every 10 meters/33.4 feet (every more boldly defined line) that follows the track and it's okay to guess. No one will be able to tell a little deviation in the Sim. Also, lower the station to a bout 5 meters (close to 16 feet).

 

Somewhere on the world wide web is a tutorial to making nice looking supports and then you can work from there.

 

Look at some B&M Mega coaster pictures. Mega Coasters by B & M

Posted

Well, from what I can tell, it's looking fairly good, but there isn't much to show yet.

 

The supports on the lift may need to be up a size, as they are a pinch thin. Remove the kicker wheels, as mentioned before, and possibly throw a bank in there for a better ride. \/

 

To add the bank, highlight that section of track and press "Y" on your keyboard. Make the bank about 10° on that created vertex, highlight the two sections (and vertex), and go to EDIT > Smooth (or Ctrl-G).

 

Hope this helps a little bit on the pre-lift section, but heartlining adjustments may be needed if you are concerned about that (I assume you aren't). Other than that, maybe make the up-bend on the lift a little tighter, and you are fine.

Posted

Looking better! The lift supports are a bit thin... go up two sizes, maybe. And supports that go through the rails should be modified by moving the free node the connects the angled support to the main (vertical) down.

 

Most finished A-beam supports look like this in the editor: (minus the dash lines [-] between the vertical lines and forward slashes)

 

Key: Periods=support vertexes, Lines=footers, And the horizontal line with the period under it is the track with support-track nodes.

_

.

I

.

I-\

I--\

I---\

I----\

_-----_

 

 

It really is looking better!

What are the max forces?

Posted

I put support vertexes--God, I'm stupid!...

 

Anyway, 5.1 is a bit high for a B&M. Maybe you could get it down to like 4.0 or best at 3.6. Those are much more accurate than 5.1. Think about it...5.1 times your body weight holding you down in the seat? Uhhhh...Nada. Nein. Nee. Nei. Nej. Non. No.

 

Remember..Look up stats on real hypers...It really, honestly helps with any form of using nolimits.

Posted (edited)

Ok, I will try to get it down!

 

Here is my first video of Octillious. This is the target view video. Watch in HD at http://vimeo.com/channels/themeparkshd#10504509 or http://vimeo.com/10504509 This video will be coming to TPR TV soon. Enjoy and comment!

 

 

MOD EDIT: Please do not double post. You can use the Edit button to add information to your last post if no one has replied.

Edited by mcjaco
Posted

That last turn was slow and banked a bit odd. I'd rework that and possibly lower the height of the last few hills to get more airtime. Rather than that, I like the design a lot! The layout was B&M style but still unique, which is pretty hard to do. Maybe replace the last turn with a helix of some sort? Just a suggestion.

Posted

Did you hide some brakes in that final turn? What happened? You've got some support hits in that turnaround and final turn. You should correct that. The supports in those turns are funny too. No B&M is like that. Maybe an Arrow, but not B&M.

 

There are some funky transitions, and your camelbacks look a little awkward. I think you can feel the control points. At least it looked like it in the video.

 

Speaking of the video, you should have chosen a better spot for the camera. The second hill was completely hidden by supports.

Posted
Did you hide some brakes in that final turn? What happened? You've got some support hits in that turnaround and final turn. You should correct that. The supports in those turns are funny too. No B&M is like that. Maybe an Arrow, but not B&M.

 

There are some funky transitions, and your camelbacks look a little awkward. I think you can feel the control points. At least it looked like it in the video.

 

Speaking of the video, you should have chosen a better spot for the camera. The second hill was completely hidden by supports.

 

Well not to me mean but I don't find much wrong with the coaster. The camel backs looks fine to me.

Yes, I did hide the brakes because they looked awkward with the brakes visible.

I don't know what you are talking about with the supports. A lot of B and M coasters have those kind of supports like Diamondback.

With the video, I couldn't find a better spot. A POV will be out soon.

Posted

When I showed you the diagram (for lack of a better word) I meant, don't even think about using prefabs at all! Make your own supports that are totally custom! It takes time and patience, but it's worth it. Also, for turns, add a free-node directly below the track node and then connect the footer to the track node itself. Next, add a support tube between the free-node and a second footer that is offset from the first. This support will be angled. Connect the free node to the adjacent footer and move the free node up and down until desired angle is achieved. All of this will be done in a side view! To get this nodes directly below the track-node, you click on the track node and add free nodes and footers while the track-node is still white. Connect like said and adjust the first footer until it straight under the track-node. You can tell if it is or not because it will be a perfectly straight line. and it should work every time.

tprexample.jpg.40eb9ab314d428520e5d9e6cb5c47809.jpg

Like the support in the mid left section

Posted

The Coaster Is completely done! Videos coming soon!

 

Just to get you warmed up here is the teaser!

[coastertube]http://www.themeparkreview.com/coastertube/play.php?vid=Octillious_Teaser_2jlq[/coastertube]

 

 

Also, here is the download, enjoy the coaster, and if you don' have NoLimits I will be posting some videos soon.

 

Please give me your thoughts. If there is something seriously wrong with it I will post a improved download.

Octilious.nltrack

The Download!

Posted

I'm no master at No Limits, but here's a couple things I can see with your coaster.

 

If you're going for realism, there's some things you're going to need to change:

1. Your final brakes for some reason are on banked track. Take a look at any B&M out there and you won't see brakes on banked track, the track needs to be unbanked.

2. Your station is too long

3. The kicker wheels on the turn out of the station are not required.

4. What's the point of the launch track on the overbanked turn and the top of the hill after it? All the power of a B&M coaster comes from the first drop, there's no need for any kind of powered track.

5. Some of your supports go through the rails on the track.

 

I'll stop there for now.

 

It's good for a first try, but if you're going for realism, you need to work on some things.

Posted

This coaster's got some issues.

 

The supports! Eeek! What happened to them on the first drop?! And the beginning supports for the lift! Look up the photos!! Study every feature carefully! And above all, LISTEN TO ADVICE!

 

Oh ya. Add this to the list above.

Diamondback.jpg.4c3ee0d7c9e7225613f12bde65d9bb44.jpg

Lift beginnings like this. Take careful note of how the supports are arranged. The lift chain guide goes between the tow angled supports

Behemoth.jpg.ea910bbe456d8d0f282ecc4919442708.jpg

Drop supports! They ARE required

Posted

I can give you a quick rundown of why I didn't like it, or I can give you a detailed, helpful critique that can help with your next coasters. Which do you prefer?

Posted

Thanks, I will try to work on it. I just got NoLimits a couple weeks ago. Although, I am a pro at RCT3. I have had it since I was 8! I will be releasing a RCT3 Version of this coaster also.

 

 

 

I tried to fix some of the things people suggested like

1. There are no more launch sections, all by gravity.

2. The max G's are 4.8. Unless I missed one second of high G's.

3. The Whole ride has been smoothed.

4. The lift hill supports look more realistic, at least I think so. (What do you think?)

Here is 2 pictures and a download of the improved version.

Octilious-100326192113005.bmp

A View from up High!

Octilious-100402213928000.bmp

The Improved Lift Hill! Tell me what you think!

Octilious.nltrack

The Improved Download

Posted

Okay, first of all, 4.8 Gs is too high. Second, if by smoothed you mean highlighting the whole track and clicking "smooth", don't do that.

 

Also, what are the max negative Gs, the max lateral Gs, and the max acceleration Gs?

Posted
Okay, first of all, 4.8 Gs is too high. Second, if by smoothed you mean highlighting the whole track and clicking "smooth", don't do that.

 

Also, what are the max negative Gs, the max lateral Gs, and the max acceleration Gs?

 

I'm not sure but I know they get into the yellow's twice?

 

What do you think of the coaster in general?

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