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Official H:SAK topic

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Post June 25th, 2006, 4:40 pm

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Helix - Swiss Army Knife Overview


Helix - Swiss Army Knife Corkscrews


This the place to ask any questions you might have about the Helix - Swiss Army Knife formula, or any method of using it. Either myself or someone else who knows how to use the H:SAK will try to answer your question as soon as possible.
Last edited by Wing-Over on August 18th, 2006, 3:45 am, edited 1 time in total.

Post June 25th, 2006, 6:34 pm
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Post July 4th, 2006, 4:22 pm

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Just wondering, but it's been over a week now and it hasn't been approved yet. If the staff simply haven't had the time I don't mind, I know a lot of them are very busy right now. But if there is a reason why not, please let me know. I'd be happy to make the appropriate changes if necessary.

Post July 4th, 2006, 8:14 pm

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Man, am I looking forward to seeing and reading it. I'm sure there a few things I could learn that would be very beneficial toward my coasters in the future.

Post July 6th, 2006, 2:20 pm

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Tutorial has just been approved by WWS, so feel free to post any questions / comments you might have about it. [;)]

Post July 6th, 2006, 2:21 pm
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[:)] next time send me a pm when you post an article, I hardly go over that section to monitor the stuff, there was another article for another section that was 2 months old [:)]
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Post July 6th, 2006, 2:33 pm

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Found an error, "mirror: Mirror the element. Leaving 0 plots the element turning to the right, 0 plots it to the left."

Post July 6th, 2006, 2:41 pm

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Post July 6th, 2006, 3:35 pm
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Thank you so much for making this. I have been looking for a really good tutorial. [worship]

Post July 6th, 2006, 4:54 pm

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Too bad you didn't include how to do those sine wave formulas in there [:p]

Post August 14th, 2006, 6:34 am

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I had some time on my hands, so I thought I'd write another H:SAK tutorial, this time on how to make inversions. So far I've nearly finished the part of how to make corkscrews, and I'll start on how to make vertical/inclined loops soon. I might also include immelmanns / dive loops too, if people want it.

Post August 14th, 2006, 10:44 am

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I think that would help a lot of people, especially all of the newcomers to elementary.

Post August 14th, 2006, 11:27 am

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Ive been looking for a tutorial on elementary for ages. Im sure it will help me! Thanks Wing-Over!

Post August 17th, 2006, 3:54 pm

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Post August 18th, 2006, 5:49 am

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Sorry to spoil your fun, but an exact tutorial was posted a very long time ago by Riscit

http://www.nolimitsdevcenter.net/tutorialid-4.html

What advantage do we have reading yours?

Post August 18th, 2006, 6:00 am

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I know there's already one, but it can't hurt to have another on WWS too. Plus I think there's a couple of things I said that weren't mentioned in that tutorial, like a bit more detail on the tearing function and leadins/outs.

Post August 18th, 2006, 6:57 am

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We can always use more turoials[:)] Good job! Keep them coming. Personally I'm hoping for a dive-loop/immelman tutorial. Always having a hard time with those.
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Post May 18th, 2007, 9:10 pm

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Wing-Over, thank you alot for posting the overview article. I've read through it, and I've successfully plotted a b&M style dropout [^]

One question though. My new B&M Hyper, Elita, is going to be mainly hills since I'm tooling most of it. However, I don't know how to properly plot a hill with HSAK. Does anyone want to give me the jist of plotting a hill?
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Post May 18th, 2007, 9:17 pm

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Say I haves a bottom that goes up to say 60?????????. I want it to go back to -60?????????. Since that's 60 + 60 plot the curve for 120 degrees. Save that, and open it in the purg. Put in these values and leave everything else blank.

Image Insert:
Image
20.45 KB

Then file>Save processed.

The reason you use -90 for tops is so that the curve rotates down. Use 90 for hill bottoms and such.

Hint Hint *** An HSAK curve won't give you an accurate shape for B&M hill tops, nor Intamin.

Hint Hint #2 - Learn FVDs.

Post May 18th, 2007, 9:31 pm

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FVDs just look horrifying. [For people who have learned] How long did it take you to become experienced with them?
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Post May 18th, 2007, 10:13 pm

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Like 3 or 4 hours, they make a lot of sense once you learn them.

Post May 18th, 2007, 10:18 pm

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^Maybe could you post a tutorial on what does what, because, I read the one by red and buster, and it does not make sense to me.

Post May 18th, 2007, 10:25 pm

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I'm not planning on writing a tutorial on them. Try hard to learn them yourself, it'll do you more good in the long run. Someone spoon feeding you won't do any good.

Besides, the tutorial would be very short, FVDs make too much sense.

Post May 19th, 2007, 8:19 am

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Yeah, seriously. When I first looked at the FVD formulas I felt completly new again! But once I understood how to make it work, OMG, it could not be easier.

The only math I ever do for them is simple adding and subtracting!

I think the most confusing thing to me, was where to put the tFunk line. But after I studied the zero-g roll example that is given, it was very simple.

Post May 19th, 2007, 9:57 am

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Yup, the FVD's aren't difficult at all once you get the hang of it. But there's one thing I'm missing: the ability to use more than 64 segments.. Some pieces could be way more accurate

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