There are 2 transitions in this coaster that I'm personally not happy with. the one leading into the zero g roll, which feels kind of "twitchy", and the corkscrew, which I feel is probably done a fair bit too quick.
Stats: Length: 1542 m / 5059 ft Height: 63 m / 207 ft Drop: 62 m / 203 ft Speed: 121 kmph / 75 mph Inversions: 6 - Dive Drop - Vertical Loop - Elevated Corkscrew - Zero-G Roll - Dive Loop - Corkscrew
T - The overall layout was good... there did seem to be some minor shaping and scaling issues with some of the elements. Like you pointed out, the zero-g roll transition was weird and the corkscrew was a bit tight and taken way too fast; it probably would've helped of the element itself were larger. Also, that trim on the airtime hill was pretty harsh! The ending was kind of boring BUT, I am glad to see you did something a little different with it!
A - Good here! I feel like those first few elements would get me!
U - Wing riders are kind limited to what they could do because of the size of the train but, I did like what have and the elements were in good order.
R - The ride itself realistic (minus the few technical issues) but, idk if I could see this coaster going in a park as it stands now.
RV - Hades was a blast to ride and I'd even make it a point to re-ride it but, I feel like there's something about it that would get boring after the second or third ride? Like if I rode it on one visit, came back again and it was closed, I wouldn't be too heart broken. LOL
Overall, the ride wasn't too bad... Not one of your best but it was still pretty decent! And I feel like it deserves way more than a 5.87!
Wow, stop there. I don't think this coaster deserves a 5.4. C'mon, that corckscrew is maybe too fast, and I agree the ending is boring, but it wasn't bad. T: pretty good, even with those transitions you mentioned. Shaping was good. The last corckscrew is too small, and I think you should have get rid of it. And the transition to the zero G isn't bad. A: it was fun... until the end. Those last hills are boring. Someone has mentioned it's similar to Gatekeeper ending and I agree. Looks like the only purpose is getting the track back to the station, forgetting about the ride experience. O: not a lot, reminds to other wingriders out there. But you win what you lose in originality with realism. Could be a real wing rider (well, if you fix some things). I mean, B&M doesn't stand out for his creativity. So it depends on what you intended the ride to be. If you wanted it to be realistic you succeeded.
So to sum up, it's not your best ride, but it isn't bad either (and not nearly as bad as others have said).
The trim is there mostly to keep the negative g's down, since the hill produced some uncharacteristic ejector for a B&M. Also with the brakes on the mcbr, I can't really help that, since that's just the way NL2 works.
As for the corkscrew, I was trying to go for something like the corkscrew on Wild eagle, I guess I left it a bit too tight. I was trying to get one more inversion in the coaster, but I couldn't really put it high otherwise it would fail e-stop.
Again, Thanks for the criticisms, since I built this somewhat quickly because of the whole hype surrounding the wing trains, it came out rather rushed. I plan to go back to this ride and re do it and hopefully fix most of the problems with it.
From start to finish: The drop-twist was not shaped correctly. Of all shaping issues, this was the most prominent. The straight section post-lift-crest before twisting is too long of a straight, and the twist itself lasts way to long in the "horizontal" orientation. If you look at pictures of GateKeeper, you can see that the roll hits 180 fully upsidedown when the track is already pitched about 45 degrees down into the drop-loop. Your twist finishes in like half of that pitch angle, and then the riders are essentially hanging upsidedown before the dive loop engages. The vertical loop was decent. I think it should have been larger compared to the drop height and feel more "floaty" during its execution. Also the crest of the loop does not line up vertically with the cross of the tracks at the bottom of the loop so from the side it looks very lopsided. The elevated corkscrew I found to be good. The transition into the zero g, as you noted, is not great; it's too fast and doesn't flow at all. The zero g roll itself is traversed far too fast and it is not quite as tall as it should be for the speed the train is going. The hill was good, the trims were unnecessary. The return dive loop was nice, I liked the rolling transition into it. The MCBR strangely slows the train down as the last few cars are exiting it, not realistic. The small corkscrew...oh boy. Honestly, this shouldn't even be there. I can't believe how fast it goes through it; did you check the G's at all? It pulls 1.5 laterals in every extrema seat! Way too harsh. It's shaped (nicely, by the way) as is if it were going to be used on a sit down or floorless; which is why it doesn't perform well on the winger. The finale turns and hills was shaped nicely but as part of the ride was very anticlimactic, exactly like GateKeeper's second half if that's what you were going for. It has hardly enough speed left and the hills hardly even give proper airtime. Also it would look nicer in this layout setting if the storage tracks were in a housing.
This all sounds harsh but I'm only commenting on things that can be studied and improved for the future. I really liked the layout! And I loved the color scheme to death and the setting of the environment. Great early winger upload on the exchange!