Jcoasters Posted April 4, 2010 Posted April 4, 2010 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? Okay, for B&M Hypers, the Lateral Gs should be as low as possible. Second, put the time to 25% speed and run through the whole coaster in the front, back, and middle seats. Look at the Gs. Don't just look at the color. You should probably ride in the front seat 3 times, middle seat 3 times, etc. Do this because on the first time in the front seat, look only at the vertical Gs; on the second time, look at the lateral Gs; and on the third time, look only at the accelorational Gs. Do this with each position (first, middle, and last seats). Then, compare your data to the stats of real-life B&M hypers on RCDB (www.rcdb.com). Your coasters good for a new person. I still see trouble with your supports though. Go to RCDB and look at the supports of real B&M hypers. That will help you out. Remember to heart-line, also. Last, B&Ms do not have brakes on curves.
CoasterGeek101 Posted April 4, 2010 Author Posted April 4, 2010 Ok, thanks, custom supports are brand new to me. What areas do you think the supports need to be changed?
haux Posted April 4, 2010 Posted April 4, 2010 You wanted the detailed critique. You've got it! First, I think you should examine real coasters. Don't just go from memory. Look at pictures of Diamondback and Apollo's Chariot and other B&M hypercoasters. That way you can at least get a look at the supports and compare them to similar parts of your ride. Look at the lift hill, the bottoms of drops, high turns and helix turns. A big problem you have is supports. The supports at the bottom of your drop are funky. There's no need for the lateral supports there. They don't serve any purpose the way you have them. You also have numerous support hits, where the train crashes into a support. You have your lateral supports connect at the node touching the track and extending to the footer. That makes the support come through the track. Look at your supports at that last turn into the brakes. They're all kinds of crazy. If you want lateral supports, try starting the lateral portion a bit lower below the track. You don't need the lateral supports on your brake segment immediately before the station. That's just weird. There's no lateral movement there. There are a lot of bumps and jerks and pumps in the track. You can just fix those with experimentation and playing with the program. It's difficult to explain how to fix those. It just takes time to learn. You've got all those hidden brakes and transport segments. Get rid of those. Let gravity do the work. Brakes and transport segments can't be on curves or banked track. They're typically on straight sections of track. Yes, Intamins have wheels in curves, but look at where they're located. B&Ms can't do that because the portion under the train that the wheels and brakes hit is big. In the curve out of the station, that portion goes through parts of the kicker wheels. Make the beginning of the lift hill lower than the exit to the station so gravity will get the train there. Look at real brake segments. Block brakes are on straight segments (select the segment and push "I"). The brakes have to be able to engage the brake fins without ripping them off or breaking broken. Your brake segments destroy the brakes and undercarriages of the trains. And later, we might go into blocks that use only tires or only brakes. Gasp. That's a bit advanced (but it's realistic). Don't forget: Brakes have to be angled downward so gravity can work if you don't have any other means of moving the train (tires or LIMS). Your station is too long. Try to make it only a little longer than the train. Have you been in a station that's 90 feet longer than the train? No. You only run one train. You should have had another one. And when you learn how blocks work, you can run three or more! The layout's pretty bland. A few short hills with too much airtime. A couple of turns. There's nothing interesting about it. But better layouts come with time. You've got to work on the basics now. That's all I've got for now. This is judged off your first upload. The second one wasn't much different, except the airtime was more severe because you got rid of those odd brakes and stuff. Using the smoother tool isn't a fix-all either. But you'll learn how to get around that in time. Keep working on it!
CoasterGeek101 Posted April 4, 2010 Author Posted April 4, 2010 You wanted the detailed critique. You've got it! First, I think you should examine real coasters. Don't just go from memory. Look at pictures of Diamondback and Apollo's Chariot and other B&M hypercoasters. That way you can at least get a look at the supports and compare them to similar parts of your ride. Look at the lift hill, the bottoms of drops, high turns and helix turns. A big problem you have is supports. The supports at the bottom of your drop are funky. There's no need for the lateral supports there. They don't serve any purpose the way you have them. You also have numerous support hits, where the train crashes into a support. You have your lateral supports connect at the node touching the track and extending to the footer. That makes the support come through the track. Look at your supports at that last turn into the brakes. They're all kinds of crazy. If you want lateral supports, try starting the lateral portion a bit lower below the track. You don't need the lateral supports on your brake segment immediately before the station. That's just weird. There's no lateral movement there. There are a lot of bumps and jerks and pumps in the track. You can just fix those with experimentation and playing with the program. It's difficult to explain how to fix those. It just takes time to learn. You've got all those hidden brakes and transport segments. Get rid of those. Let gravity do the work. Brakes and transport segments can't be on curves or banked track. They're typically on straight sections of track. Yes, Intamins have wheels in curves, but look at where they're located. B&Ms can't do that because the portion under the train that the wheels and brakes hit is big. In the curve out of the station, that portion goes through parts of the kicker wheels. Make the beginning of the lift hill lower than the exit to the station so gravity will get the train there. Look at real brake segments. Block brakes are on straight segments (select the segment and push "I"). The brakes have to be able to engage the brake fins without ripping them off or breaking broken. Your brake segments destroy the brakes and undercarriages of the trains. And later, we might go into blocks that use only tires or only brakes. Gasp. That's a bit advanced (but it's realistic). Don't forget: Brakes have to be angled downward so gravity can work if you don't have any other means of moving the train (tires or LIMS). Your station is too long. Try to make it only a little longer than the train. Have you been in a station that's 90 feet longer than the train? No. You only run one train. You should have had another one. And when you learn how blocks work, you can run three or more! The layout's pretty bland. A few short hills with too much airtime. A couple of turns. There's nothing interesting about it. But better layouts come with time. You've got to work on the basics now. That's all I've got for now. This is judged off your first upload. The second one wasn't much different, except the airtime was more severe because you got rid of those odd brakes and stuff. Using the smoother tool isn't a fix-all either. But you'll learn how to get around that in time. Keep working on it! Well, a ton of those things were fixed in the second upload.
haux Posted April 4, 2010 Posted April 4, 2010 No, they weren't. Your station was still too long, your transitions are still jerky, your airtime's too much, you have support hits, your brakes are curved, your supports in turns are still funny. I think the only things you fixed in the second version were the hidden brakes and transport sections, and you used the smoothing tool over a lot of the track.
CoasterGeek101 Posted April 4, 2010 Author Posted April 4, 2010 No, they weren't. Your station was still too long, your transitions are still jerky, your airtime's too much, you have support hits, your brakes are curved, your supports in turns are still funny. I think the only things you fixed in the second version were the hidden brakes and transport sections, and you used the smoothing tool over a lot of the track. Ok, agree with everything except the transitions. What areas need better transitions?
haux Posted April 4, 2010 Posted April 4, 2010 Your turns, your first drop, the bottom of the second drop and your camelbacks. Ride in the back seat. Watch the train jerk around. I'm not saying the transitions are like on Arrow coasters. But they are awkward, especially the last turn into the brakes. The track just rises up and banks. That's not how real coasters do it. It's hard to describe, but real coasters are more fluid. That last turn is awkward. Coasters generally don't bank and have the riders go up sideways. There's some vertical force holding them in their seats. Yours has lateral forces. The bottom of the second drop is more awkward. Riders are on their sides without that force holding them in.
CoasterGeek101 Posted April 4, 2010 Author Posted April 4, 2010 Thanks for your help. I agree with everything but the first drop. I spent an hour smoothing and making it just right!
haux Posted April 4, 2010 Posted April 4, 2010 Ride in the back seat. You can see every little bump. The first drop is odd. You can see each time you hit a control point because it suddenly gets a little steeper. Riding your coasters in the back seat helps you see where you need smoothing.
CoasterGeek101 Posted April 8, 2010 Author Posted April 8, 2010 [coastertube]http://www.themeparkreview.com/coastertube/play.php?vid=Octillious_2010_otfw[/coastertube] is the preview video for the music video I am working on
Coaster Cow Posted April 9, 2010 Posted April 9, 2010 From what I can see, that last turn still looks banked a bit odd, and I don't like the supports. Check out some B & M hypers and their support structures on RCDB: CLICKY CLICKY
CoasterGeek101 Posted April 9, 2010 Author Posted April 9, 2010 From what I can see, that last turn still looks banked a bit odd, and I don't like the supports. Check out some B & M hypers and their support structures on RCDB: CLICKY CLICKY Well, I already filmed everything for my vids of this coaster so I really don't want to change anything.
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