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Pumping makes me suck...

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Post January 4th, 2007, 5:09 pm

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Location: Torrance, CA, USA
I've been working on this game for about 2 months now and all my rides so far people have complained about pumping. I have no Idea what pumping is or how I can fix it, so can some one help me out and tell me?

Post January 4th, 2007, 5:33 pm

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Location: Minnesota, USA
Pumping is basically a jerk in your track. Pumps are quick, unwanted pulls that cause forces to spike for a moment. They are not fun, and they would not be fun on a real roller coaster.

I wouldn't suggest trying to fix pumps using the auto-smoother, becuase sometimes the auto-smoother can make things worse. Take it step-by-step, and make it smooth by your self so it turns out the way you want it to be. Sometimes, you can either add more vertexes to edit small sections of the track, or delete some to make a segment gradual all together. Those are just some tactics and techniques I've discovered while tampering with the game over the past few months.
1-Millennium Force | 2-Intimidator 305 | 3-Fury 325
4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
8-Voyage | 9-Maverick | 10-Monster

161

Post January 4th, 2007, 6:09 pm

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Location: Cannock, West Midlands, United Kingdom

pumping is simple to explane, its a mis-shaped curve of track. a pumpless track has continues turns all the way throught corners and hills. best way to sort them is to get a 3ds object that is perfectly circler and the resize it to the shape you need the turn/hill curve then get the track as close to it.
you can look at the premade elements in the foledrs espcially the helix's. all you need to do is make corners continues and not sharp turn into a shallow turn and back to a shart turn

hope this helps if not im on msn and ill help you as much as i can there
Making screams come true

Post January 4th, 2007, 6:43 pm

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Haha the title of this thread can be interpreted so many ways ;)

So anyways coaster pumping. Pumping doesn't have to be a jerk in the track, or misshaped, but it can be and is usually found in those forms. Pumping can be very useful in real rides. I've noticed it when the track needs to be elongated in a certain direction without being too circular, seen on the turnaround after the brakes on Apollo's Chariot, to control g's on a particular pullout, or even to make a pullout more exciting. I know the pullout on SROS SFNE has a "pump" at the end, which shows it's power, especially how it transitions from 3 g's to .5 or so very quickly.

Mostly what you want to avoid is having a series of radius changes on the same curve, or making them too obvious and not smooth.

From what I've heard from reputable NL peeps, namely redunzelizer, you'll get a pump, however small, when using segments with angles > approximately 60* on turns.

Post January 4th, 2007, 7:52 pm

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Location: USA
Haha, I just noticed the title too! It does sound a little funky![lol] (I would change it if I were you!)


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