devilsrule911 made an uniformed and inaccurate rate of my ride Metalingus, which can be found here: http://coastercrazy.com/track_exchange/ ... ?tid=16938
"First, I'll start with the ties. The ties hold the rails and keep them with the spine. When you take those away, the supports are only holding onto the spine. That train will push those rails down and break them. Obviously, you need the vertices to be separated more."
The NL simulator generates the track ties. If it fails to show some of them, that is not the builder's fault. It is a simulator, and a real coaster would obviously not have this problem.
"Now, I'm going to have to assume you used newton on this one. A lot of the mistakes look like classic Newton mistakes. The trackwork really proved that that was true. First thing is to save with 2 meter segments. Second is to watch your shaping. Honestly, what was with that exit from the MCBR? That was WAY too tight and definitely needed to be wider. Look at the train. I would get jammed there and operators will have to come to pull it back up. It would just not make that that radius. Play around with the transition types and see what makes it looks more realistic."
The radius of the post-MCBR turn was not too tight. It was a realistic size and shape which I derived from real-life X-car coasters.
"Third, speaking of transitions, look at the entrance into the barrel rolls (heartline rolls). Do you see that jerk? That is because you did not transition with your vertical forces. It was going at 2.15 gs for a while and then all the sudden, it is at 0.3 gs. That is what created the jerk. You need to transitions those and it is very unrealistic when you don't."
It is not an unrealistic transition as there are similar ones in Colossus at Thorpe Park and when Maverick had its heartline roll.
"Otherwise, the trackwork was decent. There appeared to be some pumps but it flowed nicely for the other parts of the ride."
If the track work was decent, why was sa 4.75 given? This track work would receive at least a 7.5. He also failed to mention E-stop and tunnel test, which passed.
"The supports also needed to be worked on more. They had weird connections where you had 2 beams meeting at a track node. I would have like to have seen a connector piece that connects to the track like some of them did."
This is commonplace on many looping coasters where two beams connect to the same node. It is widely seen on vertical loop supports.
"Also, you need to modify your flanges after you put the supports in the auto flanger. Some of them were too close together. You also had some that were so close to other supports and went into them, which is extremely unrealistic. Take a look at real coasters to figure out the separation and distance. Also, the flanges that don't go into the supports will need to be moved into a better position. You also need to make sure that the supports have connector pieces. This comes up again because you have long supports that go from tack node to fundament node. The auto flanger does not flange that because it thinks that it is a connector piece. Either flange it yourself, or spend a little extra time on the supports. The flanges seemed too inconsistent and really detracted from your score. Otherwise, I thought most of the supports were decent."
Not many people flange their coasters altogether, and yet they receive higher BT ratings for their supports. The auto-flanger isn't 100% realistic, but neither is the simulator. Flanges were added to make the coaster simply look more realistic than it already is, and this should not be in contention for judging the BT score.
"A: I understand the difficulty to do something for this contest, so, I will go a little easy on this one. I felt that it was on the short side. It definitely needed some extra push to it but I thought it was pulled off pretty well. I liked the barrel rolls at the end and the drop was a great boost to this ride. Of course, the poor trackwork really distracted me form the actual fun of the ride and will also create a deduction in points here."
Every ride for this contest will be short. They must fit in a 100ft x 300ft rectangle and not exceed 100ft in height. Either the ride is super short with a lot of adrenaline, or it is longer but very tame like a wild mouse/Dark Knight coaster. Furthermore, the track work was not poor, thereby unable to distract one from the fun of the ride.
"O: I thought you pulled off this design well. It was planned out well which really showed by you not having a crazy layout. It needed something original though. The layout worked but it seemed to not have the extra step to make this a good ride. A longer ride could have definitely made this a better and more intriguing coaster."
There was very little leeway in the size of this ride. Again, it had to fit within a 100ft x 300ft rectangle and not exceed 100ft in height. Rides for this contest will inherently be short and perhaps not as exciting as most larger coasters.
Finally, devilsrule911 failed to realize that this design was for Omnigeek's micro-coaster contest. Only Omnigeek himself can judge the entries, so devilsrule911 can only leave his rate as a comment.