Anzu is a high speed flying coaster by B&M. Riders are launched straight up a 188 foot tower at 38 mph, then drop 174 feet reaching 71 mph. Riders will then twist and turn through Anzu's intense 4,561 feet of track.
Stats: Length: 4,561 ft Height: 188 ft Drop: 174 ft Speed: 71 mph Max Vertical Angle: 90 Trains: 8 - 4 Car trains Capacity: 1,552 people per hour
Elements: 130 ft Overbanked Turn 95 ft 540* Fly to Lie 122 ft Loop 118 ft Immelman 360* Helix World Records: Tallest Flying Coaster Fastest Flying Coaster Longest Flying Coaster First Launched Flying Coaster First 90* Launch
Lights absolutely murdered my FPS so I went and deleted them and it improved things drastically!
It's pretty clear that you know how to design in nolimits and have good ideas of shaping and how G-forces are affected by this - however 4g *is* too much for a flyer, it's in the ATSM standard that only 3.5g should be held for a maximum of 0.2 seconds and that is an absolute max. You'd definitely be worried about fracturing ribs with sustained high forces on someones torso - it at least wouldn't be comfortable.
Which gives me a huge dilema rating this ride (and partially why its taken so long to do!) The trackwork was excellent, as was the supports. The ride itself was fun (ignoring the Gforce issue) and original in all parts. You really excelled and creating an original element that flowed exactly how B&M would have executed it in my opinion. The scenery around the ride ws good and functional - although there wasn't a huge amount of theme to speak of and perhaps the station could have had a little more detail.
The layout was full of good ideas too, as CK mentioned the dive into the lake was great and the space felt well used in general. The launch was a great touch and provided a great thrill too.
It just problematic in terms of rating that allowing higher G-Force allows you to do things that perhaps wouldn't be achievable otherwise, and that brings your score down.
Neat ride. It crashed my FPS a bit but I liked it.
Trackwork seemed pretty good from what I could tell. The editor wasn't allowing me to zoom around with the ride frozen and locked like it usually allows for whatever reason so I couldn't really check it, but it seemed fine in the simulator. I wasn't thrilled with you picking 4.0 G's as your threshold (I would have personally picked 3.5) but there is absolutely no data on that topic aside from the arbitrarily imposed nazi enthusiast limits and ideas of how a ride should operate that are always wrong. The supports are shaping were very good and emulated B&M very well for the most part. I'm not understanding why the loop is so circular but I guess this is the one ride style where you can actually stall out the train at the top and have it not matter while creatively killing G's. You also managed to get some good old school snaps into the track was well. Going back to the G's I think you would have made the block brake entrance and exit less steep is you picked a lower G limit but like I said earlier, nobody knows what that should be.
The layout was neat and reminded me of Starry Sky Scrapper a ton. I like the overbank into the rolly thing and the immelman a ton. The dive into the pond at the end was cool too and that whole knot at the end was visually impressive. The whip at the end was very "BTR-ish", something hard to capture so good job there.
The scenery crashed my FPS a ton (I suspect it was the lights) so I couldn't get smooth FPS, but I do appreciate the details you put in like the low zone fences, time divided queue, transfer track that can actually support itself, and queue tunnels where the train passes overhead. My only scenic complaint is that you didn't make B&M loop connectors or a spiral staircase for the block brake, which seems a bit odd to me when you have so much other scenery going on. Good job on this though and I hope you upload more rides.