Brain Damage
http://www.coastercrazy.com/track_exchange/detail.asp?tid=15801
Here is a link to a Youtube video of this coaster:
http://www.youtube.com/watch?v=s06rfJV8 ... re=channel
This is the information I posted with the coaster 'Brain Damage':
I did this coaster about a month ago, so I have better stuff now, but this one was very special to me. The track is entirely hand-built, however I used six prefabricated supports. The rest of the supports are all hand-built. When I built this coaster, I had been making No Limits coasters for about three weeks. This was my first to use custom supports. I am having issues with the Terraformer, so I am unable to shape and form land. Therefore, the landscape of this coaster is generated. It's a B&M standup with an oblique loop, a zero-gravity roll, a cobra roll, and interlocking corkscrews. If it were built, it would be the tallest, fastest, and longest stand-up coaster in the world, being 200 feet tall and reaching speeds of 73 mph on a 5702' track. The theme of the coaster is obviously going insane, so I recommend listening to 'Brain Damage' by Pink Floyd while riding. For the purposes of this crazy coaster, the elements have been titled as follows:
Le loopy loop (Oblique loop)
Silly Spin (Zero-gravity roll)
Kooky roll (Cobra roll)
Cuckoo corkscrews (Interlocking)
I will soon be uploading another coaster very similar to these - another B&M standup, called 'X' - that I did the week before this one.
Le loopy loop (Oblique loop)
Silly Spin (Zero-gravity roll)
Kooky roll (Cobra roll)
Cuckoo corkscrews (Interlocking)
I will soon be uploading another coaster very similar to these - another B&M standup, called 'X' - that I did the week before this one.
LOCK
http://www.coastercrazy.com/track_exchange/detail.asp?tid=15802
Here is a link to a Youtube video of this coaster:
http://www.youtube.com/watch?v=p_Z7VVk2 ... re=channel
This is the information I posted with the coaster 'LOCK':
This is another coaster I did a few weeks back, although I edited it recently for upload. This is an experiment of mine, to have a flying coaster in B&M style, where during the lift the riders are hanging, not lying down. Only problem is, when the seats are supposed to be hydraulically lifted to an upright position for the riders to strap in, the seats are dropped upside-down. Still working out the kinks, you see.
It is 137 feet tall, 3267 feet long, and reaches speeds of up to 57 mph. Two trains are run, with six cars each. I named the coaster Lock, referencing a target lock in dogfighting, basically a fighter-themed coaster. The colors are grey (supports and first train), turquoise (seats and restraints), and olive drab (track and second train). This is my first inverted coaster of any sort.
The elements are as follows:
Pretzel loop
Twist
Immelman loop
Corkscrew
Jr. Immelman
Inline Twist
The so-called 'Jr. Immelman', an element currently only featured on Black Mamba at Phantasialand, is a small Immelman that does not invert. Now, I do not know how to classify the two elements that could be called 'twists' or 'rolls', as I know that depending on whether the track lowers or climbs or stays in-line, the name differs. This is all related to heartlining, and I did not heartline this track. I'm very new to coasters, and I don't know physics in the slightest. Hopefully, that will change over time. It is entirely hand-made, as all my coasters likely will be. From the onset of the two 'twists', there are slightly red lateral g's. I worked with the lead-ins for a while, but nothing I did seemed to reduce the lats. Vertical forces run between - 0.8 and + 0.9. There are a number of prefabricated supports in this coaster, and I apologize for that, but I felt that the regular invert support is sufficient for most track with no bank. While on the subject of supports, I am not sure how far one can extend their arms on a Vekoma flyer, but for the most part, I think it's safe. There are a couple of tight spots, though. The terrain is generated, as I cannot get the Terraformer to function. Included in the .nlpack file are as follows:
Track
Supports
Terrain
Trees
Station
Car Texture
The car texture just replaces the 'Vekoma' logo with 'Lock' and makes the straps blue instead of yellow. The station is the Gerstlauer one that is included in the program, but just in case some unfortunate soul that downloads this does not have it, it's there. I could not use the default station, because when I made the track inverted at the station, it was two feet from the floor. Obviously not suitable.
In a final note, enjoy, and make sure to find and smile for the 'camera'.
It is 137 feet tall, 3267 feet long, and reaches speeds of up to 57 mph. Two trains are run, with six cars each. I named the coaster Lock, referencing a target lock in dogfighting, basically a fighter-themed coaster. The colors are grey (supports and first train), turquoise (seats and restraints), and olive drab (track and second train). This is my first inverted coaster of any sort.
The elements are as follows:
Pretzel loop
Twist
Immelman loop
Corkscrew
Jr. Immelman
Inline Twist
The so-called 'Jr. Immelman', an element currently only featured on Black Mamba at Phantasialand, is a small Immelman that does not invert. Now, I do not know how to classify the two elements that could be called 'twists' or 'rolls', as I know that depending on whether the track lowers or climbs or stays in-line, the name differs. This is all related to heartlining, and I did not heartline this track. I'm very new to coasters, and I don't know physics in the slightest. Hopefully, that will change over time. It is entirely hand-made, as all my coasters likely will be. From the onset of the two 'twists', there are slightly red lateral g's. I worked with the lead-ins for a while, but nothing I did seemed to reduce the lats. Vertical forces run between - 0.8 and + 0.9. There are a number of prefabricated supports in this coaster, and I apologize for that, but I felt that the regular invert support is sufficient for most track with no bank. While on the subject of supports, I am not sure how far one can extend their arms on a Vekoma flyer, but for the most part, I think it's safe. There are a couple of tight spots, though. The terrain is generated, as I cannot get the Terraformer to function. Included in the .nlpack file are as follows:
Track
Supports
Terrain
Trees
Station
Car Texture
The car texture just replaces the 'Vekoma' logo with 'Lock' and makes the straps blue instead of yellow. The station is the Gerstlauer one that is included in the program, but just in case some unfortunate soul that downloads this does not have it, it's there. I could not use the default station, because when I made the track inverted at the station, it was two feet from the floor. Obviously not suitable.
In a final note, enjoy, and make sure to find and smile for the 'camera'.
X-SERIES
http://www.coastercrazy.com/track_exchange/detail.asp?tid=15804
This is the information I posted with the coaster combo 'X-SERIES':
This file is actually two coasters. Both are of the same theme, and are called X and XL. X is a B&M stand-up that was actually my second NoLimits coaster from a while back. XL is a slightly more recent coaster, a B&M Floorless, that was my first to use entirely custom supports. The color scheme of both is black and grey, but the train colors differ. X has grey trains with light purple seats and restraints, and XL has green trains with black seats and green restraints. X is 146 feet tall, has 4322 feet of track, and reaches speeds of up to ** miles per hour. XL is 165 feet tall, has 4147 feet of track, and reaches speedss of up to ** miles per hour. The reason I combined the two is that they have similar themes, similar colors, and similar layouts, even though that wasn't done intentionally. I thought it would be a waste to put up two separate coasters that are alike in so many ways separately.
The elements on X are as follows:
Oblique Loop
Dive Loop
Zero-Gravity Roll
Cobra Roll
Corkscrew
Interlocking Corkscrews
The elements on XL are as follows:
Loop
Over-banked Turn
Corkscrew
Oblique Loop
Over-banked Turn
Shallow SeaWing
Corkscrew
Hammerhead Turn
What I call a "Shallow SeaWing" is a batwing that does not invert and does not dive below the track preceding and following it. It also exits going in the same direction as it entered, rather than the opposite as would be the case in a regular batwing. This is from where the 'Sea' in 'Seawing' is derived, as a Sea Serpent Roll is a Cobra Roll that exits going in the same direction as it came. What, in an ordinary batwing, would be miniature dive loops are over-banked turns in the Shallow SeaWing. I do not believe that this has ever been done before, but I am not at all sure. The inversion count on XL is debatable, depending on whether you classify an inversion as rolling 180 degrees, or more than 90 degrees. If it is the latter, than there are nine inversions. If it is the former, then there are four. X has eight inversions.
As in my previous coasters, the terrain is generated because of my Terraformer issues. All of XL's supports are custom, but X has quite a few prefabricated supports, as I was just introducing myself to NoLimits when I created it.
Just think of this as sort of a two-for-one deal.
The elements on X are as follows:
Oblique Loop
Dive Loop
Zero-Gravity Roll
Cobra Roll
Corkscrew
Interlocking Corkscrews
The elements on XL are as follows:
Loop
Over-banked Turn
Corkscrew
Oblique Loop
Over-banked Turn
Shallow SeaWing
Corkscrew
Hammerhead Turn
What I call a "Shallow SeaWing" is a batwing that does not invert and does not dive below the track preceding and following it. It also exits going in the same direction as it entered, rather than the opposite as would be the case in a regular batwing. This is from where the 'Sea' in 'Seawing' is derived, as a Sea Serpent Roll is a Cobra Roll that exits going in the same direction as it came. What, in an ordinary batwing, would be miniature dive loops are over-banked turns in the Shallow SeaWing. I do not believe that this has ever been done before, but I am not at all sure. The inversion count on XL is debatable, depending on whether you classify an inversion as rolling 180 degrees, or more than 90 degrees. If it is the latter, than there are nine inversions. If it is the former, then there are four. X has eight inversions.
As in my previous coasters, the terrain is generated because of my Terraformer issues. All of XL's supports are custom, but X has quite a few prefabricated supports, as I was just introducing myself to NoLimits when I created it.
Just think of this as sort of a two-for-one deal.
Wooden Weight Drop Shuttle Coaster
Here's a link to the youtube video for this 'backyard' coaster:
http://www.youtube.com/watch?v=bEDzzbZ49VU
This was an idea of mine, to create the first launched woodie.
The launch device would simply be a stack of weights, attached to a cable, the other end of which would be attached to a car of sorts. These weights would be held on a high platform with a kind of 'trap door'. When this trap door is released, the weights will drop to the ground below, jerking the car up to a speed of around 18 mph up a 20 foot ascent, down again, and back up a rear ascent, also 20 feet. This would likely continue until a set of copper plates on the track were electrified, when a matching piece of copper on the underside of the car makes contact with those on the track and is magnetically attracted, causing them to slow the car to a halt . When the car is at a complete stop at the center of the track, the electric current running through the copper plates would be removed. Three things must happen to reset the ride. One, the cable attached to the weights has to be hooked up to another cable, this one being hooked onto the back of a truck. Then, the truck accelerates slightly until the weights are in their proper position again. Once there, the trap door is set again, and the cable is unhooked and reattached to the front of the car. As is mentioned in the vidoe, this is only a temporary solution, I just haven't been able to come up with a more reliable method of resetting the ride.
One problem I'm still working with is how to release the cable from the car once it reaches the incline. I've got technical blueprints for Greezed Lightnin', one of only three weight drop coasters in existence, and I'm look for the blueprints on Top Thrill Dragster, with no luck so far.
About the track itself, it is 92 feet long, 20 feet at it's highest, and 3 feet at it's lowest. Top speed, as already mentioned, is 18 mph. The entire ride takes up a space of 76' x 17'. The train is actually launched using LSM's, as no weight drop system has been incorporated into NoLimits as of version 1.71. The LSM's are hidden, but the brakes aren't. I'll be using magnetic brakes as well, but they won't be near as high-tech. There are 171 wooden beams, including the fake cable (which is represented with a flat beam.). All supports done by me (not Wood Magic) with the exception of the catwalks. I've seen no evidence that you can make catwalks by hand. The stack of 'weights' is just steel support beams of increasing size.
One problem I'm still working with is how to release the cable from the car once it reaches the incline. I've got technical blueprints for Greezed Lightnin', one of only three weight drop coasters in existence, and I'm look for the blueprints on Top Thrill Dragster, with no luck so far.
About the track itself, it is 92 feet long, 20 feet at it's highest, and 3 feet at it's lowest. Top speed, as already mentioned, is 18 mph. The entire ride takes up a space of 76' x 17'. The train is actually launched using LSM's, as no weight drop system has been incorporated into NoLimits as of version 1.71. The LSM's are hidden, but the brakes aren't. I'll be using magnetic brakes as well, but they won't be near as high-tech. There are 171 wooden beams, including the fake cable (which is represented with a flat beam.). All supports done by me (not Wood Magic) with the exception of the catwalks. I've seen no evidence that you can make catwalks by hand. The stack of 'weights' is just steel support beams of increasing size.
I do hope to make this a reality at some point in time, so any criticism is very welcome.