Spacek531 Posted July 28, 2013 Posted July 28, 2013 I'm creating Intamin's 12-inversion ride proposal in a game/game engine called Roblox. If you don't know what Roblox is, it's basically Legos, except you can do a lot more with them, like build roller coasters. For my newest project I am creating Intamin's 12-Inversion coaster proposal. The overview of the finished track. No scenery yet. I have finished the layout, which is a bit squat and probably more round than what Intamin had in mind. Here is a picture of the train that I am currently using: A view of the train on the second heartline twist. The simplicity of the train is for lag reasons. Because Roblox is a general physics engine and is not "on rails" like NoLimits and the RCT's are, Roblox has to calculate how the train behaves when its wheels come into contact with the rails, and the more complex the cars, the slower they perform. Also, for the same reason, you have to manually create couplers to give the cars a wide enough range of motion to work. Here's the 'behind the scenes' of the coaster train, detailing how the 3-dimension couplers work, and how the train is held to the track. A view of the mechanics behind the wheel assemblies and couplers. The yellow cylinders are hinges, and the grey balls are wheels. Another picture of the train, this time on the 4th corkscrew, and two other players riding along with me. A picture of the train with some riders on it. A view of the different trains that I have tried. Right to left in chronological order. A view of the progression of train versions. The current trains have orange restraints. Also, since this is the best coaster on Roblox so far, I thought it fitting that it would have the best coaster controls in Roblox. Here's where I need your input: I don't really know much about everything that goes on on the control panel, especially Intamin control panels (I've only talked to ride ops on CCI woodies), and especially for rides that are as complex as Intamin's. What other buttons and indicators should I put on the main control panel? What does a normal ride cycle look like for the dispatch and ride ops? The first control panel. Your suggestions will make it more realistic! Two things to note: since people will be able to ride while there are no ride operators, the ride will be able to control itself normally, but people who know how to operate the ride will be able to take over the ride's operation. Unless there is a more important function for it to serve, the "Automatic" light simply indicates that the ride is running itself and not actual human operators. Also, the "Regen" button is a safety measure against physics glitches of the Roblox physics engine. In case of a de-rail or rollback, the "Regen" button simply creates another train in the brakes outside of the station. I would post a link to the ride so that you could experience the full thing, but I am unsure if I am allowed to post offsite links yet. In the meantime, doing a google search for "site:Roblox.com Spacek531" and clicking "play" below the picture of the ride will allow you to walk around and ride the ride. Also, I hope you guys have some good feedback for the control panel so that I can get right into improving the panel as soon as I get back from camp.
TheAmazingCP Posted July 28, 2013 Posted July 28, 2013 ...Wow. That is EXTREMELY impressive. I can't believe that was all made in a physics/block game. Unfortunately, I have no idea what an Intamin control panel looks like. There might be pictures floating around the Internet, though.
molemaster43 Posted July 28, 2013 Posted July 28, 2013 Try looking through this thread to get an idea of what to put on: http://www.themeparkreview.com/forum/viewtopic.php?f=2&t=61998
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