Set on an isolated weather research facility, Supercell is a B&M Dive Machine with a twist, sending riders on a perilous journey aboard an experimental surveillance vehicle into the eye of a thunderstorm. The attraction heavily draws influence in content and scale from SheiKra at Busch Gardens Tampa and Oblivion - The Black Hole at Gardaland, respectively.
Very nice dive coaster. The pace seemed very well, and the shaping of the elements were very nice. I liked the 3D objects. Supercell would make a great coaster if built in real life, nice job! The launched lift was a good idea. I noticed the pretzel shaped element, that was unique. It was different from the pretzel loop seen on B&M flying coasters. As always, you make great coasters and never fail to disappoint!
Supercell was really good. Everything was realistic, but you still had the original touches with the launch and dive loop/Norwegian loop combo and the style of the roll at the end. Tracking was smooth and shaping very good. I thought the ending lost a bit too much steam for too long, I guess it's a side effect of having such a small ride, but I think I might have preferred if you vertically flattened out the transition after the airhill so as to keep a bit more speed going into the final element. Not sure. Maybe not flat, but a bit lower would work too. I still see it as being within the realm of realistic B&M pacing and transitions for a small dive machine so that's good. Now that I think about it, I agree that a trim right after a block brake is a bit of a waste. You probably could have made the ending work without that.
The length of your layout was good, looked just right for the size and style of the coaster. I didn't find a ton of really cool angles in the design...that's something I always go for, but it's tricky because often one angle looks amazing then 90* from that looks terrible. A difficult balance. Offride on this coaster that doesn't make a huge difference given much of the layout is obscured by trees and such.
Supporting looked solid. Only thing I didn't like about the scene was the circular concrete tunnels...you had great scenery throughout, and while I don't like to call out missing scenery too much in a coaster simulator, to me those took away from the ride a bit by contrast. I do think it was worth adding some cool lighting to your ride. Of course I never get anything done, but it's pretty easy and would make a huge improvement to an already very realistic scene.
Anyways very good job. I look forward to seeing more things from you!
Note that everything is rated with respect to the style and size of the coaster, something I'd like to see people do more often.
Trackwork and supports were very good. You kept the G's under control, shaping was decent, and the supports were also nice as well. I also appreciate that this was done at the "unique and actually build-able" scale, unlike the massive beast thing I'm making that would probably cost like 20 million dollars. The whole concept of the launch and general setup of the ride reminded me of that grey intamin invert in Scandanavia. I haven't seen a pretzel loop on a dive machine before, and it's good idea because it breaks up the typical "drop-immelman-brakes" combo. The only issue I had with this (and it's nitpicking) is the trim at the bottom of the drop. I don't understand why it's needed if the block brake will regulate the speed anyways. Additionally, it's not like it's needed to totally slow down the rest of the ride like the one was on Mantis. Perhaps if you wanted the roll a little bit slower you could have dipped the turn near the river a bit lower towards the water and been able to push the track bit a bit in that general direction.
You did well with the theming and atmosphere of the ride as well. I don't like it when rides go overboard and you managed to do just what I like, which is a bit of theming and an atmosphere. Sometimes when people over3ds a ride I feel like they care more about the theming than the ride itself.
Great track really I hope you upload more on the site.