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G's Statistics

Discuss anything involving No Limits Coaster Simulation.

Post November 18th, 2005, 1:26 am

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Does anyone know how to know see the g's for each track segment? Cause every time I start the simulator, I find that the G's are incrediblyunrealistic. Is it possible to see the g's for every track segment? If so, how is it done?

Post November 18th, 2005, 1:50 am

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No, it is not possible.

You will just have to practice. Once you get enough practice and you know how the trains react you will be able to build pretty well within limits and know if what you built will be too extreme or too boring.

Post November 18th, 2005, 3:15 am

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I hardly ever check G's and they come out perfect. Tis a skill you will aquire young grasshopper.

Post November 18th, 2005, 4:25 am

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I will add one thing here NL's G guide will turn yellow at +4.5g's and I don't think that +4.5 g's in small doses is to bad so I would never rate anybody down
for having a few +4.5 g spikes.

Post November 18th, 2005, 7:58 am

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I'm not positive but I think that 4.2-4.4 or so is what BTR pulls at the valleys of the 1st loop and the helix by the brake run and those are held for a second or 2. When your watching your gs, don't watch the color or even the amount. Watch it for the coaster type; a woodie won't have 4.5gs, more like 3.5.

Post November 18th, 2005, 8:19 am

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Originally posted by jimths08Watch it for the coaster type; a woodie won't have 4.5gs, more like 3.5.

Yes, it's all related to the specific coaster type. Schwarzkopfs easily pull 5++ vertical, while a Flyer will stay below 3.5 for good reasons. And oh yes, there *are* woodies that pull more than 4 G's. Colossos is specified to deliver 4.3 max, as probably will El Toro do. So in that case this is largely depending on "woodie style" also...

redunzelizer

Post November 19th, 2005, 4:18 pm

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The default color g's config is pretty messed up, I believe it reds out at only 5-6 g's, horrendous considering so many real life rides go there.

Though you cannot check g's for every segment in th editor, no one said you needed to complete the track to ride it. Just press the C key to connect it then you can ride it, obviously, ignore the long segment and it's jerks. To remove it, just press shift-C, another way to do it is to set it to shuttle mode temporarily.

And keep in mind that low framerates can throw off G readings...

Post November 19th, 2005, 6:07 pm

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Also, putting the sim into 200/400% can also give incorrect g readings and speeds, especially on launched coasters.


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