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Elixir - No Limits Edition (NEW SNAPSHOTS ON PG 5)

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post June 20th, 2006, 12:29 am

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I have changed the track slightly, it flows a little better now. You can see the difference from these two pictures here:

Before
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After
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Post June 20th, 2006, 3:06 am
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looks better, how many laterals does that first turn pull?
Image

Post June 20th, 2006, 6:52 am

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About 2.5 or 3.5 I think, though I haven't banked any of the turns yet. I want to concentrate on keeping the layout near realistic g-forces unbanked and then I shall go back and bank all the turns and smooth and finesse.

I have a question. I am planning on lifting the entire track up maybe 20 or 30 feet when I start to terraform the land. In the coaster statistics tab my coaster's height was about 375 feet when I lifted it the first time even though the highest hill which is the lift hill is only about 295 feet. Does the height change count in the final statistics? I don't think it should because the when I lift it in place where I want it that's where the land will start.

Post June 20th, 2006, 8:32 am
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Post June 20th, 2006, 9:30 am

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Originally posted by hyyyper

who cares? nobody looks at the statistics
Those who know how to rate a realistic ride do ... obviously, you don't.

Princess, just let me know .... tconwell@knology.net

Post June 20th, 2006, 9:36 am
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Originally posted by TConwell

Originally posted by hyyyper

who cares? nobody looks at the statistics
Those who know how to rate a realistic ride do ... obviously, you don't.

Princess, just let me know .... tconwell@knology.net



if want to know a rides height i look at the top of the lift to the bottom of the drop, or the lowest point in the rest of the track, not at the statistics
Image

Post June 20th, 2006, 10:46 am

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Originally posted by hyyyper

if want to know a rides height i look at the top of the lift to the bottom of the drop, or the lowest point in the rest of the track, not at the statistics

Look man, pay attention because you are about to be schooled. Where are you going to find those "numbers"? Or are you saying that your eyes are calibrated and so you can look at a structure and determine exactly what the hieght is without a ruler? No, they are not ... and you are an idiot. In order to tell these things about any ride you would look at the statistics ... imagine that. Geesh man, stop showing us your arse, it is becoming quite sickening to look at.

Post June 20th, 2006, 12:12 pm

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So it does matter? Even if the land is raised higher? So would it be better you think if I left the coaster where it is and terraform without lifting it? Or how about this, I label the ride the way I label my Fantasy coasters in URDC - XRF (Experimental Realistic Fantasy). For those who don't know we on the UR side have created extra Coaster Categories for our Fantasy coasters - XRFF (Experimental Realistic Frictionless Fantasy), RFF (Realistic Frictionless Fantasy), and Extreme Fantasy (I created the last one). Perhaps if I explain it in the description it will make sense on the ride?

Post June 20th, 2006, 12:17 pm
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Originally posted by TConwell

Originally posted by hyyyper

if want to know a rides height i look at the top of the lift to the bottom of the drop, or the lowest point in the rest of the track, not at the statistics

Look man, pay attention because you are about to be schooled. Where are you going to find those "numbers"? Or are you saying that your eyes are calibrated and so you can look at a structure and determine exactly what the hieght is without a ruler? No, they are not ... and you are an idiot. In order to tell these things about any ride you would look at the statistics ... imagine that. Geesh man, stop showing us your arse, it is becoming quite sickening to look at.




i look at the gridlines in the editor, not in the 'statistics' function in the option menu




Originally posted by Princess_G

So it does matter? Even if the land is raised higher? So would it be better you think if I left the coaster where it is and terraform without lifting it? Or how about this, I label the ride the way I label my Fantasy coasters in URDC - XRF (Experimental Realistic Fantasy). For those who don't know we on the UR side have created extra Coaster Categories for our Fantasy coasters - XRFF (Experimental Realistic Frictionless Fantasy), RFF (Realistic Frictionless Fantasy), and Extreme Fantasy (I created the last one). Perhaps if I explain it in the description it will make sense on the ride?


the height of the coaster remains the same if the total coaster is lifted. wether you put terrain under it is upto you,

for classification, i can't measure the height of it just from the pics, but i think that if a woodie is over like 80meters from top till bottom it should be considerd fantasy, but there's no real guideline for that
Image

Post June 20th, 2006, 12:21 pm

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That'd be about 262 ft tall. However, I don't think that height is the only dividing line between realistic and fantasy.

Post June 20th, 2006, 5:17 pm

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Of course not. G-forces, layout, braking system, there's lots of things to consider. I didn't think that it would make that much difference, I want the land to have some really nice rolling hills.

I'm not going to toy with it yet, but I was thinking about creating a custom texture for the trains with the "Elixir" logo on it. I know I need the Track Packager to package the ride, but where do all the textures go once I make them and how large do they need to be?

Oh yes, and the 3DS modeler, is that easy to use?

Post June 20th, 2006, 5:26 pm

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Textures for the trains go in the "cartextures" folder. There's no restrictions on size, but I'd suggest 512 x 512 to get a decent quality. I haven't tested if they need to be square or not, but I don't see any reason for them not be square anyway.

Post June 25th, 2006, 7:03 am

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I've finished the track layout. I still have to tweak and bank the coaster though. I have to go to work but later on tonight I will have some brand new screenies posted. [;)]

Post June 25th, 2006, 10:03 pm

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Ok, here are some new pictures of my coaster. These will also be added to my pages at the NL Dev Center. Be honest and tell me what you think so far. Go ahead, I can take it.[:)]

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Post June 25th, 2006, 11:10 pm
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Why do you have a transport/lim section in the middle of a woodie?

and the last pic has got -2.1 pos G's, i'm no woodie expert but IMO that's too much

the rest looks great and i can't wait to see it with terrain
Image

Post June 26th, 2006, 3:34 am

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How come a wooden coaster can't have a transport section? I haven't banked the coaster yet either, I wanted to have the track finished first before I did that.

Post June 26th, 2006, 5:32 am
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Well, judging from the picture, the lims/transport are in the middle of the track. If you are going for realism, i'd advise you to remove it and find another solution for whatever the reason was you put the transport section in. If the speed is high, you might try to make short transport sections to act as trim brakes.

As for the negative vertical G's, the last pic seems to be a straight hill, and with banking you won't change it.

But once again, i can only tell what i see in the pictures, and perhaps the situation is different
Image

Post June 26th, 2006, 7:23 am

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Originally posted by hyyyper


As for the negative positive G's


Whada WhatT???

Post June 26th, 2006, 8:06 am
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Originally posted by Jimmy Yoshi

Originally posted by hyyyper


As for the negative positive G's


Whada WhatT???


negative vertical G's
Image

Post June 26th, 2006, 4:54 pm

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I am going to retool the track a bit. This is actually shorter than what the original coaster is and the more I think about it the more I want this to be like the original. I'll have some new pictures (no transports this time[:P]) posted on Saturday. The layout is pretty easy to redo, and hopefully I will have the beginnings of the terraforming to show as well.[;)]

Post June 26th, 2006, 5:33 pm

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a few suggestions:
-fix the -2.1 g's. (of course you will do that :p )
-dont use cathedral supports, and if you really need to, then where there is a boatload of supports (like under the lift), take some out from the center of the bottom.
-get Busters Supportcleaner and use that on this ride. it is a simple 2 button program that combines support segments that are perfectly alligned into one segment. ex: .__.__. --> supportcleaner --> .____.
(__= support segment .= free node)
that is if you have never seen the program. thanx for reading.
X2 ??? Intimidator 305 ??? Millennium Force ??? Iron Rattler ??? El Toro ??? Fury 325 ??? Maverick ??? Skyrush ??? Twisted Timbers ??? Voyage
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Post June 27th, 2006, 12:10 am

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Post June 27th, 2006, 1:37 am

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Post July 3rd, 2006, 9:35 am

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Thanks Wing_Over, I'll download it when I get home. I'll also try to have some new pictures posted tonight; I had a busy weekend so I didn't get too much done on Elixir. The progress is slow but I am trying. [;)]

Post July 8th, 2006, 6:34 pm

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New updated shots of Elixir:[pshades]

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