Inspired as kind of an XL version of Flash at Lewa Adventure in China.
Probably the lowest capacity coaster I've made. I was going to plan to add an mcbr in place of the first zero-g roll to raise capacity a bit and kind of act as a separater between the 2 parts of the ride (the tall first part, the low to the ground end) , but it just looked awkwardm so I decided against it.
With the exception of the hammer head turnaround, I'm really happy how this ride came out. I couldn't really think of anything else to put in place of that second turnaround, so I just made it a hammer head, which doesn't feel very Mack-esque.
The ride also features the worlds tallest vertical loop, at 60 meters (197 feet).
Stats: Stats: -Height: 74 m / 243 ft -Drop: 75 m / 246 ft -Speed: 132 kmh / 82 mph -Length: 1951 m / 5121 ft -Inversions: 3 --60 m Vertical Loop --Zero-g Roll --Zero-g Roll
llamaboy123 pointed out a good deal of things I agree with - especially the close call which I think was too close. Also that section and the brake run -> station seemed rather undersupported. I think you needed a few extra supports through the trench area and the brake run could have done with a bracing beam right at the beginning. The ride didn't flow very well in my opinion in large sections either.
I did enjoy the ride as a whole though - it was incredibly striking and had a great variety of elements. I really enjoyed the twisted section where the close call was as well - that part definitely had the most flow and the suprise corkscrew was a great addition. Keep up the good work!
To start, this is an amazing coaster, and most criticism I have is minor nitpicking. That being said, there are a few things I noticed:
- I was initially greeted by an error message for a track called "tunnel", saying not all trains could be assigned to the track. This is a minor thing, and doesn't effect the ride, but is easily remedied and mildly annoying.
- Some of the support connectors didn't look believable or secure. The most noticeable were the ones right after the end of the lift, and some on the large airtime hill after the loop. I understand why you designed them this way, but it's neither good looking or congruent with what MACK has done in the past (at least in the reference pics I viewed... There may be some MACK support connector somewhere I missed with this style)
- The track in the tunnel section had an EXTREMELY close call with the track above. It was really close. Like really really close.
- Also, the capacity is a little low. With its size and probable popularity in whatever park it's installed in, I would have liked to have seen a MCBR somewhere to boost capacity. I can only start to imagine the long lines...
- Perhaps my most minor critique: The roll into the over bank turn before the track went under the lift hill seemed to be a bit abrupt in its start and end. This was hardly noticeable, though, and doesn't really affect the rides overall score.