A.J. Posted August 4, 2012 Share Posted August 4, 2012 (edited) Shambhala goes out and comes back. Intimidator goes out and comes back. Behemoth goes out and comes back. In fact, pretty much every Mega Coaster produced by Bolliger and Mabillard since 2000 has had the exact same type of layout, save for Hollywood Dream at Universal Japan. In fact, the out-and-back style goes all the way to the origins of the roller coaster. The style of layout is perfect for hypercoasters, as parks can build them along the edge of their land in a space that isn't very wide. There have been four coasters that I believe have broken the typical hypercoaster mold. They are Expedition GeForce, Raging Bull, Magic Mountain's Goliath, and Texas's Titan. Goliath and Titan are prime examples of how a hypercoaster can be more than ups and downs. They both have some hills, but their main attractions are their intense, powerful turns and spirals. Unfortunately, the experiences of both have dwindled over the years due to their mid-course brake runs which bring trains to an absolute halt - greatly reducing the intensity of the turns that follow. This coaster, which I have called Magnitude, breathes life into the hyper-twister concept. Designed with the traditional B&M mega coaster system, this custom hypercoaster is all about the smooth and powerful turns. More to come, stay tuned. giohyper-120802155811000.bmp giohyper-120804104456000.bmp giohyper-120804104616000.bmp giohyper-120804111947000.bmp Edited August 24, 2012 by A.J. Link to comment Share on other sites More sharing options...
molemaster43 Posted August 4, 2012 Share Posted August 4, 2012 Wow. This hyper looks amazing. It looks fast, intense, and really exciting. One of the best No Limits coasters I have seen. PS: Wouldn't Phantom's Revenge and Skyrush also be in that list? Link to comment Share on other sites More sharing options...
Anac0nda Posted August 4, 2012 Share Posted August 4, 2012 This looks like something worth salivating over Link to comment Share on other sites More sharing options...
A.J. Posted August 5, 2012 Author Share Posted August 5, 2012 (edited) Phantom's Revenge and Skyrush are both about the airtime as well, though I may give Phantom's Revenge a nod to breaking the mold. Here, have a logo. It's on a transparent background, but since I uploaded it as an attachment it got a white one. Easy come easy go. Edited August 5, 2012 by A.J. Link to comment Share on other sites More sharing options...
CorkscrewFoley Posted August 5, 2012 Share Posted August 5, 2012 Can't wait to see the finished product, AJ. Link to comment Share on other sites More sharing options...
mightbeawannabe Posted August 5, 2012 Share Posted August 5, 2012 You forgot SFOG's Goliath...but that's a closer call. I think the connections between track and support need to be smaller. Otherwise, things that can be fixed now are fine, although there are a few iffy transitions. You're probably not going to go back and redo all the work to fix them, so why expect you to? I'll take it as is and leave it at that. Link to comment Share on other sites More sharing options...
A.J. Posted August 7, 2012 Author Share Posted August 7, 2012 The length of the track connector is dependent on the forces being exerted on the track. Typically, the connectors are very short in length during a high-G turn, and longer closer to the top of the hills where there are 0 Gs being exerted on the train. Roller coasters that have high positive Gs are divided into two camps. The first camp, which I believe Schwarzkopf coasters fall into, has coasters with incredibly high G forces. However, because those Gs are so high (The Galaxyland Mindbender pulls a whopping 6.78 Gs), they can only be safely experienced for a minimal amount of time. The second camp, which I believe the Giovanola hypercoasters fall into, has coasters with G forces that aren't as high, but are consistent and sustained for an extended amount of time. Magnitude falls into the second camp, with various turns in the layout pulling sustained 3.8 to 4 Gs for periods of time. This provides a consistently strong roller coaster experience without fear for guests' safety. Link to comment Share on other sites More sharing options...
SoCalCoasters Posted August 7, 2012 Share Posted August 7, 2012 I like how it looks so far. I'm interested in seeing the overall layout and howeverything fits together... Link to comment Share on other sites More sharing options...
TXman308 Posted August 7, 2012 Share Posted August 7, 2012 ^He posted the layout in the preview thread. Link to comment Share on other sites More sharing options...
A.J. Posted August 23, 2012 Author Share Posted August 23, 2012 (edited) Roller coasters end too quickly. There's not enough time to savor the intensity and sheer fun of a coaster - unless the one you're riding is over 6,700 feet long. AJR_giohyper-120822212416000.bmp AJR_giohyper-120822212735000.bmp The ride's almost finished. There's just a bit of supporting to do - I'm not going to go all-out with a catwalk building unless I'm really bored one day soon. Edited August 23, 2012 by A.J. Link to comment Share on other sites More sharing options...
A.J. Posted August 24, 2012 Author Share Posted August 24, 2012 Magnitude has been released on the TPR Game Exchange! GAME EXCHANGE LINK Link to comment Share on other sites More sharing options...
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