PCC brings you this heartpumping groundbreaking coaster. Reaching soaring heights and top speeds its bound to get your knees shaking. Clipper is an out and back hypercoaster featuring a 45?????? launched lift hill, 2 splashdowns.
This ride had some nice ideas, however there were some things that I felt were incorrect and the ride needs a good deal of polish and tweaking to be more accurate and ride better.
Technique +Basics - track ticket almost all the boxes as far as I was concerned - Passed the E-Stop, No dangerous G-Spikes etc. My gripe is with teh tunnel test - just after you come out of the shambhala style and you pass one of the launch supports it's too close. You are really free to move in those types of seats and I think people could easily reach out and touch that support.
+Suppports - Supports were okay for the most part, there were some palces they were a little lacking such as the dive turn adn a few of the hills. Triangle style supports are used to give the support more stability when it is taller - so every straight support over a certain height needs to be a triangle support.
+Trackwork - All the basic elements were smooth and good, however there were issues with the more complex elements such as the shambhala style turn and the 1st overbank. Work on making the entry to these elements flow better by changing your lead ins and some work was needed to fix the turning issues. Using the radius comb setting will show you where the pumps and jerks are so you can iron them out! The last overbank was much better shaping!
The hills also needed to be parabolic rather than a constant curve in order to sustain the negative G's. As the train gets higher and slower the curvature of the track needs to be sharper in order to exert the same G Forces.
Minor gripe - activate the brakes on the MCBR a little earlier so that the train isn't beginning the drop whilst still braking!
Adrenaline +G Forces - You had some strong positives but due to the shaping of your hills the negatives suffered. I would also suggest having 4+ G's on the bottom of every valley would get a bit uncomfortable on a ride of this length. Resisting G Forces is naturally hard work and I think by the end people would feel like the ride was too much hard work!
+Layout- The pacing was good although I felt it hit the brakes a little hard! It was an interesting layout too, whilst keeping with the basics of a hyper coaster. Didn't notice any trims either so thumbs up for that! I didn't feel that the ride really flowed between the elements too well, felt like you forced your way to the turn around the first drop rather than designed your way to it. I think the build up to that element could have been improved by not having to turn left to enter into the element.
+Interaction - Good interaction with the first drop - really enjoyed that. The water splash is a little extra marks. Some terraforming too which added to the ride.
Uniqueness +Layout / Elements - The layout was unique from your classic B&M Hyper and although it featured some heavily inspired elements it was certainly different a stand out. +Extras - The ride featured a water splash which was nice enough but didn't really feature anything else scene object wise to differentiate itself form other NL coasters. Pathways, Custom signs, stations and other such things would improve this.
Realism The ride was realistic enough in general. The main picking points are the shaping of the hills and the supports were a bit off. With better technique better realism sort of follows but you had the basics right!