Board index Roller Coaster Games Hard Hat Area Catapult (UPLOADED-LINK PG 4)

Catapult (UPLOADED-LINK PG 4)

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post November 5th, 2005, 10:54 am

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yeah, that looks much better. [approve]
I don't think you need 4 tube track for the whole ride, just in places where it's fastest of with the most G's. 3 tubes should be enough for most of the track.

Post November 5th, 2005, 11:11 am

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the 4 helixes about reach 4 g's, so they would need um. I just thought it looked better with 4, but i can change the rest of the ride if you want

Post November 5th, 2005, 12:11 pm

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looks like a nice ride, and kinda long for a rocket, but i guess thats a good thing[dunno]

Post November 5th, 2005, 12:48 pm

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ill find the length for ya...it reaches 110 kph at the bottom of the 1st hill

Post November 5th, 2005, 1:17 pm

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so thats about 70 mph?

Post November 5th, 2005, 1:44 pm

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i dunno lol....but its long...owell means longer ride time... i can run up to 4 trains on it, but i only have 2

Post November 5th, 2005, 2:19 pm

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110 kph = 68.31 mph

Post November 5th, 2005, 2:33 pm

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Originally posted by krazyt

110 kph = 68.31 mph


If you all are having trouble converting Metric (Meters, Kilo Meters,) To Imperial(English, Inches, Feet) In the No Limits Editor, you can hit Options>Preferences> Then under units Click Imperial, Instead of Metric, now everything will be in Feet, or Speed in MPH ETC.

Post November 5th, 2005, 3:09 pm

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thanks Rmfrick, now i know how long it is for sure!

Post November 5th, 2005, 4:28 pm

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who wants to test?

if you give me your email be dont be expecting a masterpiece, im a beginner, and everything i did was hand done

Post November 5th, 2005, 4:36 pm

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Sure, I'm up for testing.
Wing-Over@hotmail.co.uk

Post November 5th, 2005, 5:03 pm

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i already tested[:I]

Post November 5th, 2005, 5:29 pm

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I actually thaught this wasn't too bad. There was a fair bit of pumping in some of the turns, and one big pump right before the final brake run. Some of them don't feel like pumps because of how wide they are, but they are still there, and could seriosly damage your score. This is probably the worst thing about the track, and it could do with quite a bit of work making the turns more circular.
There was some quite strange banking going on there, and the AHG could probably sort most of this out. Also, it could heartline some of those lead ins, which at the moment pull some nasty lats.
Some of the turns seemed a bit too gentle, and in some places, got quite boring because of the repetition, and low g's. Perhaps make a few of them tighter, and maybe add a couple more airtime hills for variety. Or even another inversion, like a corkscrew, might work well somewhere.
The launch was a bit dull, and IMO it would be a lot more fun if you launched straight out of the brake run, other than gently rolling on to the lims and then accelerating. (Check the 'launch' setting on the brake run options, and enter the amount of G's to accelerate with.)
On the plus side, the layout was something quite different, and the interlocking dive loops were pretty cool too. The colours look great, and I definitely wouldn't change them. Provided you finish off this ride properly, (supports, terrain, scenery, etc) and this could be quite an interesting submission, especially for your second coaster. Keep it up!

Post November 5th, 2005, 5:32 pm

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thats exactly what i told him only in a shorter way

Post November 5th, 2005, 6:00 pm

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ok, ill work on the turns, and only have tow helixs at the end not 4, and add an inversion. Im gunna delete all the supports cause they were too see the colors, and ill add maybe a cork over the launch, and a few airtime hills. Thankss for the info!!!

Post November 5th, 2005, 6:10 pm

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No problem, any time. [;)]

Post November 5th, 2005, 6:36 pm

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ill send it to ya once i work on it!

Post November 5th, 2005, 6:37 pm

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you said you were gonna try to do 3ds, what kind?

Post November 5th, 2005, 6:39 pm

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coaster, i gotta get a track w/ supports first!

Post November 5th, 2005, 6:42 pm

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i know im just curious

Post November 5th, 2005, 6:47 pm

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Don't try 3ds on your early coasters, it's not worth the wasted effort. You'll look back and say why'd I waste all that time on 3ds when the track sucked.

Post November 5th, 2005, 6:48 pm

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but not if you know the track is good and other people say its worth 3ding

Post November 5th, 2005, 6:58 pm

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And how much experience do you have with NL, Coasterkrazy?

Not to be mean, but do a little more smoothing and layout improving before you even think about attempting 3ds.

Post November 5th, 2005, 7:06 pm

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thats what i said! why do 3ds if it sucks!

Post November 5th, 2005, 10:07 pm

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v 1.0 is uploaded!!!!!!!!!! I worked on the helixes a little, making them more circular, the only one i couldnt figrue out was the last!

http://www.coastercrazy.com/track_exchang ... p?tid=8893

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