Jump to content
  TPR Home | Parks | Twitter | Facebook | YouTube | Instagram 

Recommended Posts

Posted (edited)

Well I had absolutely no idea to call this. Its working name of "RCC#1EXSUPFIN.EX.4" was a bit of a mouthful, so here we are.

 

Its my very first NL coaster, short of just playing around with the program. It took well over a year to build, working on and off, but its been mostly completed for maybe a year. It took me so long to post it because I was never quite happy with, and I'm still not, but I think its finally decent enough to release. The last few months have mostly been mucking around with it getting as many pumps, jerks, and quirks out as possible. There are still a few noticeable awkward areas, but nothing too major. Yes its only my first coaster, but I spent alot of time on this trying to get it as perfect as possible, with my current skill. I tried my hand at custom supporting, and as a result its about 50/50 CS/NCS.

 

Its all hand built, save for a basic auto flanger and track smoother.

 

I did cheat slightly though... The coaster is running without the improved friction... in the early versions, it was on, and then after I used the auto flanger it got turned off. I never knew, and re-profiled the entire ride to work with the mysterious new speed- I'm still kicking myself for not checking the friction setting!At that point it would have been too much work to fix it, so I left it with the reduced friction. Lets just say Intamin is using some breakthrough friction reduction technology, ok?

 

So the coaster itself: a 225 foot tall 6780 foot long 77mph hypercoaster. It has three trains, each with six cars. Originally it had 8 (or 10?) but the friction fiasco messed this up, I had to keep the forces in check. It runs three trains to get back the capacity lost, and the blocking system is a bit weird, admittedly. There are two stations, and a MCBR late in the track. The first few times the trains run around, there is stacking on top of the lift hill, but after that they only stack for a few seconds before the station. This weird arrangement is thanks to running three trains on a track with the MCBR so late... I noticed this too late to fix it without re-working the whole coaster.

 

So anyway, known issues:

 

1. Strange train timing/dispatch

2. Some pumps/jerks, that I can't get out

3. Some weird helix supports that cut into the track

4. Some macgyvered CS- but I am proud of my overbank supports

5. Its all built at 90 degree intervals to line up with the grid

 

I am happy to report that it passes the tunnel test, and 99% of the forces are in check- there is a spot or two of red G's, but this is only noticeable in the last car in 25% speed/time, and only last for a split second- this as safe, I'm sure. Plenty of air time, and some neat/strange elements.

 

The strange elements come from me starting this coaster when I had much less experience (which I gained over the course of its construction). I never removed them, I guess because they make it unique, and I kinda like them. The first is massive non-inverting immelman- with a turn. This is actually right after the initial drop, and was built as a result of running out of map room. The other is a non- inverting loop, that I downloaded from this thread- its jarmor's "hilloop." Yes, I know- using pre-made elements is discouraged. But I thought is was cool when I just got NL, so it stayed. Weird on a hypercoaster, but that's what makes it unique!

 

Its also all built at 90 degree intervals- this was before I realized that you can make an element in another file, and then position it at the right angle. It was pretty much impossible to eliminate pups at odd angles before I knew this, so its all boxy overall. Doesn't really detract from the ride though.

 

So without any further (and further and further and further) ado, I present My first NL coaster: Aurorum.

Remember, its my very first NL coaster, so be gentle!

1769848546_NewPictured.jpg.307e2e13a613153b89e31a5062b3b04c.jpg

Just a cool view

491008431_NewPicture(1).jpg.ca871f96bfa2a74fe1487b3519dc46b3.jpg

90 DEGREES!!!

140643447_NewPicture(2).jpg.a672cdfe36081f2f9b29fdcd2bfcf434.jpg

Its RED! And TWISTY! Red and twisty red and twisty red and twisty red and twisty...

198988982_NewPicture(3).jpg.79a9a56fa0152cf480a0216ff797a181.jpg

MCBR, first overbank, and final bunny hills

1990432866_NewPicture(4).jpg.6c00720d6e877a36060cf1ad2671fda5.jpg

The view from the top of the lift

240720453_NewPicture(5).jpg.2a4efc186b4c6bc4fa8de94e7625858b.jpg

General overview

RCC#1EXSUPFIN.EX.4.nltrack

File download

Edited by pomplemus
  • Replies 4
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

I just downloaded it and I will be viewing it very soon tonight!

 

 

EDIT: I rode it in the simulator and WOW! That is the best first coaster I have ever seen. The supports were great. The ride was smooth. My first coaster was a piece of crap!

Posted

Great for a first! I have one complaint though. The layout is a little...blockish. It kind of makes just a square shape. Other than that, it's great!

Posted

Its also all built at 90 degree intervals- this was before I realized that you can make an element in another file, and then position it at the right angle. It was pretty much impossible to eliminate pups at odd angles before I knew this, so its all boxy overall. Doesn't really detract from the ride though.

 

^I had issues with building it, because the views are at 90 degree intervals. This is before i realized the "save as element" thing.

So yeah its blocky...

 

 

But "angular" sounds cooler!

Posted

Technical-Overall not bad! I want to give you a huge props to having the non inverting loop heartlined as well as you did. Great job! Also, I thought the track was overall pretty smooth too. One thing I did not like though, was the construction of the lift hill. The lift hill need only be built using three sections, the upward concavity, the straight section, and the down concavity. Another thing, watch the clearances as you dipped low a couple times. To end on a positive note, you had a nice element selection and overall layout IMO.

 

Adrenaline-Like I said, the layout was fun and the elements were executed well, but I thought you tried to do too much. It was a long coaster that just seemed to keep going. Not a bad thing by any means, but I guess you could say I was no longer "on my toes" at the end. It was a fun coaster though with a nice selection of elements.

 

Originality-You had quite the combo of elements from huge immelmanns to the loop to helixes. I enjoyed the uniqueness of this coaster and the elements you chose.

 

Great job and I look forward to more coasters from you!

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...

Important Information

Terms of Use https://themeparkreview.com/forum/topic/116-terms-of-service-please-read/