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

Recommended Posts

Posted (edited)

Hey guys,

 

So this is something I've been working on for a few days. It is my first real attempt at creating a wooden coaster using Newton2 and also the first I've posted here to show you guys, so be gentle. I'm a criticism virgin.

 

Anyway, a bit about the ride. It is about 4500 ft long, has a ride time of around 2.5 minutes, and features a MCBR to allow for a 3 train operation. Passes all E-Stop tests, and has forces that aren't too crazy. Towards the end, there is a fraction of a second .6/7 lateral forces that I have tried to get rid off, but expanding the turn is a bit harder than it should be. I've tried adding a small trim brake just before the turn to slow the train a bit before entering said turn. Also, forgive the auto-supports. I'm not that patient to do custom ones for a woodie.

 

Here is a quick over-view shot:

 

Overview.jpg.6a00201c8fad55519744194a71da7000.jpg

Sorry for the compression -- was taken at 1600x1200...

 

EDIT: Now with a PoV!

 

 

About the ride:

 

I tried to have fun with the layout. The block brake at the beginning of the lift hill was to simulate transfer track but I couldn't get the scenery items to line up just right, so they're missing at the moment. I'm aware of the small pop in the over bank turn just after the first major air-time hill, still working out the correct way to go about those things in newton2 smoothly. Curious what you guys think of the coaster.

 

Thanks!

 

Wood03 - Final.nltrack

Edited by Jay20016
  • Replies 6
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

Not a bad ride! The hills were mostly good and the banking was mostly good as well. Some odd things included the rapid slam of positive G's in the middle of the double-up and other parts of the ride. I think you were concerned about shaping the hill to be curved rather than extremely pointy, which is good, but that I think made you create the transition from positive to negative G's very rapid. One thing to try is to decrease the previous zone's time length, then increase your transition segment's time length. This will result in a smoother transition, if possible. If you wanted it jerky (because you were trying for woodie style), that's fine, but if you want to learn that technique of "good jerks" that's another story.

 

The turns were pretty good but I felt that some time spent in Multi-Zone would help make the turns better and more flowing. Try using multiple Vertical Force zones all contained under one lateral (if you're not using laterals at all, like in your case) and one roll zone. Then change the bank of the one roll zone and you'll see that you can achieve in creating new styles of curves that make your idea in your head actually happen.

__

 

Finally, if you used force-zones in creating the lift, then there's an easier (and better) way to make lifts. Try using Curved Geometry in the 90 degree and -90 degree DIRECTION (direction setting in Curved Geometry; Newton2) and adjust the ANGLE to about 30 degrees, and make the lead-ins and lead-outs rather small. Notice a difference when you ride? It's not pumpy...it's a perfect circular arc going up or down.

 

If you did use Curved Geometry that time, then you might have the lead-ins and lead-outs set too high or the radius too small.

 

 

 

Your Newton2 grasp is going pretty well, and I like how you strayed from the dreaded 4G, -1G, 4G, -1G syndrome that plagues many of the current Newton coasters I see. Interesting layout too.

Posted
Not a bad ride! The hills were mostly good and the banking was mostly good as well. Some odd things included the rapid slam of positive G's in the middle of the double-up and other parts of the ride. I think you were concerned about shaping the hill to be curved rather than extremely pointy, which is good, but that I think made you create the transition from positive to negative G's very rapid. One thing to try is to decrease the previous zone's time length, then increase your transition segment's time length. This will result in a smoother transition, if possible. If you wanted it jerky (because you were trying for woodie style), that's fine, but if you want to learn that technique of "good jerks" that's another story.

 

The turns were pretty good but I felt that some time spent in Multi-Zone would help make the turns better and more flowing. Try using multiple Vertical Force zones all contained under one lateral (if you're not using laterals at all, like in your case) and one roll zone. Then change the bank of the one roll zone and you'll see that you can achieve in creating new styles of curves that make your idea in your head actually happen.

__

 

Finally, if you used force-zones in creating the lift, then there's an easier (and better) way to make lifts. Try using Curved Geometry in the 90 degree and -90 degree DIRECTION (direction setting in Curved Geometry; Newton2) and adjust the ANGLE to about 30 degrees, and make the lead-ins and lead-outs rather small. Notice a difference when you ride? It's not pumpy...it's a perfect circular arc going up or down.

 

If you did use Curved Geometry that time, then you might have the lead-ins and lead-outs set too high or the radius too small.

 

 

 

Your Newton2 grasp is going pretty well, and I like how you strayed from the dreaded 4G, -1G, 4G, -1G syndrome that plagues many of the current Newton coasters I see. Interesting layout too.

 

Thank you very much for taking the time to comment on it. One thing I notice a lot of people talk of is the "newton pump" and I've never quite grasped what it is they're really talking about. Are there specific areas that you notice it badly in this design? If so, which sections.

 

As for playing with the multi-zone forces and what not, I do try to usually keep a long roll/lateral with smaller normal forces, though sometimes it seems to be almost too smooth in how large the turns can come out.

 

Some of the hills vary between what I thought would be "floater" air and "ejector" air. And some of the valleys I really did mean for it to really press you into the seat. Once again, this could be my mind thinking I'm doing one thing, but the real forces saying something else.

 

I'm still working with the program and I know I have a long way to go before really having a good handle on it, but once again, thanks for the comments!

 

 

Edit: So the PoV is up, but it looks like the upload cut off a section of the ride. Trying again. Also, how is the quality of the video? I'm using FRAPs to record and then compress in Windows Movie Maker (Yeah... I know.... )

Posted

I'd skip FRAPS and just use the built-in NoLimits recorder. Besides, the NL Video Recorder creates better quality videos and the recording time doesn't have a 30-second time limit cap!

 

As for Multi-Zone: if the turns are becoming too large then you're just prototyping one type of turn. It's hard to explain, but there are other ways to achieve new curves such as the turning hop or twisty (think Maverick's quick directional changes) as well as most, if not all inversions.

 

It's hard to describe the location of the pumps, but I'll try to put something about that later if I can.

Posted

I think the ride is insane! But the trains aren't very right. GCI's have all curved and banked drops, this is more of a gravity group than a GCI. Besides that, INSANE COASTER. Great work.

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/