Well, I got (and Ive seen other people) complain about ways to stop launched coasters on a rollback.
Theres 2 ways to do it in my book:
1. Realism - Using a small lift segment after your brake segment but before the transport because on an E-stop, the train will come back and hit the lift and stop. Yes, its not realistic in that it will stop DEAD in its tracks, but it avoids making long ugly brake sections.
2. Safe Way - The safe way is when you make the brake segment long enough to stop the train no matter its speed. This however, is realistic in the sense that no one dies, its very unrealistic to build. No launched ride has a set of brakes to stop seperate from the launching mechinism themselves, and if they do, they coincide with each other on the same segments (like Premier launchs)
Im not really ranting, or upset. I want to see what people think of the above 2 methods.
Right now, to be perfectly real, the transports would have to work in reverse on a e-stop and stop the train at the end. However, on an E-stop the transports do nothing and shut off, meaning all the speed it had is not lost untill it hits the brakes.
In my case for Rogue Wave, I have a severely inclined launch. The ride is already IMO too large and had I added a brake BIG enough to catch the train, the actual launch segment probably would have been half as big, meaning I would have had to make the launch velocity TWICE as quick, which would be unrealistic in any sense since LIMS dont really accelerate that fast anyways.
But in most cases with a 3-5 degree launch, anything over 60-70mph needs a pretty long brake run to catch it, even with a high Decel but I still find that unrealistic too. You cant stop people at like 3 Decel G's, thats way to harsh.
So whats the take on this? I know we will most likly not come to a final answer and people will not budge from their stands, but I think it would be good to verify or come to an agreement on one or both of these issues.