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The Chuck Norris Approved AHG Topic

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Post July 14th, 2006, 6:40 pm

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are there anyways to get around that? like should I make a super-size radius loop so as it turns out normal when I put it into the AHG?

Post July 14th, 2006, 6:41 pm

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That would be one way around it. Make sure it still has negative vertical Gs in the top when not banked.

Post July 14th, 2006, 7:09 pm

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I just have one more question, how do people get such perfect, flawless results? Is it just a question of handbuilding skill? Because I see people uploading things that have like PERFECT BT, and whenever I try to use it I just run into a world of problems.

The programs easy enough to understand, but what do I have to do to get beyond mediocre results?

Post July 15th, 2006, 9:33 pm

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Thats a good tutorial, and is probably really helpful to a lot of people. But not me...i still can't figure it out. BUt maybe thats just my own stupidity[lol]

In the tutorial, you started off with an element that already had a lot of segments. That one of the things that threw me off, since i need to heartline much longer pieces of track then that with a normal amount of segments.

But still a great tutorial, i just dont get it.[:)]

Post July 15th, 2006, 10:24 pm

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http://www.nolimitsdevcenter.net/i14495 I'm curious as to how you did the transition out of the first drop and into the dive loop with elementary. Thanks man.

Post July 16th, 2006, 12:19 am

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Originally posted by textitan

I just have one more question, how do people get such perfect, flawless results? Is it just a question of handbuilding skill? Because I see people uploading things that have like PERFECT BT, and whenever I try to use it I just run into a world of problems.

The programs easy enough to understand, but what do I have to do to get beyond mediocre results?


Alot of people that use the AHG use elementary to make their tracks before putting them through it (not all though, a few are just really really good at hand building). You can download it here if you want to check it out: http://www.gravimetricstudios.com/softw ... /index.cfm

Post July 16th, 2006, 12:55 am

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Ahh, i dont get how any of you understand how to use this stuff! And where do you get the formulas for the elementary?

Post July 16th, 2006, 1:34 am

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Well alot of the basic formulas come with the program, but one of the most useful is the h-sak which can be found in the tool box at the NLDC. Sorry that I don't have a link handy.

Post July 16th, 2006, 2:01 am

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http://www.nolimitsdevcenter.net/pageid-5.html

Here's the HSAK. I'm pretty sure I didn't get any of this at first either, just mess around with it all for awhile, soon you'll find out what works and what doesn't.

Post July 16th, 2006, 3:09 am

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http://www.weeweeslap.com/articles/article.asp?cid=10&aid=150 This should help explain all the functions of the H:SAK if you need any more help with it.

Originally posted by dcs221

http://www.nolimitsdevcenter.net/i14495 I'm curious as to how you did the transition out of the first drop and into the dive loop with elementary. Thanks man.
I think he used his dive loop/immelmann wizards. They're basically stretched out half corkscrews.

Post July 28th, 2006, 10:04 pm

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Originally posted by dcs221

http://www.nolimitsdevcenter.net/i14495 I'm curious as to how you did the transition out of the first drop and into the dive loop with elementary. Thanks man.


Wing-Over hit the nail on the head. Bottom of the drop was just an HSAK curve with an ending slope and the dive loop part was the diveloop formula thing. (I showed you that, right?)

Originally posted by coasterguy77


Thats a good tutorial, and is probably really helpful to a lot of people. But not me...i still can't figure it out. BUt maybe thats just my own stupidity

In the tutorial, you started off with an element that already had a lot of segments. That one of the things that threw me off, since i need to heartline much longer pieces of track then that with a normal amount of segments.

But still a great tutorial, i just dont get it.


There's a ton of segments because I made that track using elementary. It works the same way if you hand build. Figure out how many segments you are going to heartline with (usually I just take the track length (in meters) and divide that by a number, usually 1.5 for me), speeds, everything else, and heartline.

Segments that small might not give the most pleasent result on a handbuilt track (unless you're like Real and can handbuild quite well), I would go with something a little bigger like 3 or 4.

Hope that helps, if you need additional guidence just PM.

Post July 28th, 2006, 10:40 pm

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Thanks, that helped me figure out a few things in AHG. I just need to figure out a few small things, so i'l PM you soon.

Post August 1st, 2006, 4:52 pm

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Post August 1st, 2006, 4:52 pm

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Post August 1st, 2006, 4:54 pm

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Just read the turotial, Jimmy gave a good overview of it right at the top of the first page.

Post September 18th, 2006, 4:42 pm

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If anybody's curious I checked out the heartline for the new Flying Dutchman coasters, it seems to be 0.8 based on the one shown in the editor and a quick test piece.

Post September 18th, 2006, 5:15 pm
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How did you calculate this? And it would rock if perhaps someone could somehow gather the other heartline rates. I'm guessing there will be a plethora of updated NL tools (particularly AHG) coming pretty soon seeing as 1.6 was just released.

Post September 19th, 2006, 12:21 am

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To calculate it, just go into the editor and check how high above the track the heartline is.
Coaster count: 153
Moving to Singapore in july!

Post September 19th, 2006, 12:24 am

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Here's the new heartline values:

Flying dutchman: 0.8
Maurer spinning: 1.15
Gerst bobsled: 1.0
Gerst spinning: 1.0
Eurofighter 2: 1.1
Modern looping: 1.1

But I don't think there's any need to update the tools. Any of the new heartline vaules can just be entered into the AHG, the only reason it might need updating is to add the new coaster styles to the list of heartline values.

Post September 19th, 2006, 2:58 pm
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k, thanks.

And I just noticed there were TWO different types of spinning coasters, DOH!

And there is no old Eurofighter style, right? It's been replaced?

Post September 19th, 2006, 3:02 pm

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The old Eurofighters are still there, Ole even said the new ones weren't replacing the originals.

Post October 6th, 2006, 9:52 pm
man

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Image well I think my AHG is messed up. Anyone got a solution?
Go chuff yourself and have a nice day! :D

Post October 24th, 2006, 10:10 pm

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Hmm..i'm getting a problem here. I made a topic about this, but it was never approved and now i cant find it because the search doesnt work. But anyways, i'm trying to heartline a coaster (no brakes, lifts, launched, or anything that changes speeds) and no matter what i do, it says that the train vallied. Can anybody suggest something?

Post October 24th, 2006, 10:35 pm

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CoasterGuy77,

Make an element of just the main track (blue colored) that is one block section.

Find the speed of the train going into the element and going out, convert to m/s, then plug it into the AHG. Make a track file with just the element of track that you want it it then run it through the AHG. If you get a "vallied" message, make sure your input speed is correct and if it is then bump it up .5 m/s or so.

Post October 24th, 2006, 10:48 pm

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Also, make sure that you are dividing the entrance/exit speeds in kph by 3.6, to get m/sec, which is what the ahg is asking for.

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