Board index Roller Coaster Games Track Advertising New Euro-fighter ride

New Euro-fighter ride

Advertise your ride here to get it ridden and rated!

Post July 7th, 2007, 4:48 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

Ive just began a new ride, its a euro-fighter, and has many, never done before elements used on a euro-fighter. I was looking at mystery mine, and thinking of basing it a little on that, and surround it with scenery and other things, here are some picts to show you what im thinking so far. Please, leave critisism, comments, or anything else.
Image Insert:
Image
150.43 KB

Image Insert:
Image
144.55 KB

Image Insert:
Image
128.17 KB

Image Insert:
Image
128.7 KBafter this final element, im thinking of doing a launch segment, into more of the ride.
Last edited by Austin on July 7th, 2007, 4:58 pm, edited 1 time in total.

Post July 7th, 2007, 5:02 pm

Posts: 875
Points on hand: 2,219.00 Points
Location: Columbus, Ohio; United States

Looks really cool. How did you make that underground tunnel???

Post July 7th, 2007, 5:07 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

dug a hole in the ground, then put fake grass 3-d over it.

Post July 7th, 2007, 5:08 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
^Those are 3Ds, Lewis.

I have a few concerns about this ride. First one, it'd be a good idea to put a speed control segment before that first steep drop. Also, what's the height of that first drop? It looks to be quite high.

Second, that little pop-up hill after the underground tunnel, I'm concerned about the forces on that. What does it read?

Third, watch the radius at the bottom of the lift. One thing that a ton of people never watch out for is the front of the car hitting the track while executing tight hill bottoms and lift bottoms especially.

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 July 7th, 2007, 5:28 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

Originally posted by GerstlCrazy

^Those are 3Ds, Lewis.

I have a few concerns about this ride. First one, it'd be a good idea to put a speed control segment before that first steep drop. Also, what's the height of that first drop? It looks to be quite high.

Second, that little pop-up hill after the underground tunnel, I'm concerned about the forces on that. What does it ready?

Third, watch the radius at the bottom of the lift. One thing that a ton of people never watch out for is the front of the car hitting the track while executing tight hill bottoms and lift bottoms especially.




first of all, not sure about the speed control before the first drop, if you mean you want me to put it there for g- control, it doesnt need it, but if theres another reson, please tell me because im not sure what you mean.

second, that pop right after the underground took a lot of tweaking to get it right, but its perfect now, and actually hits g's, at highest -1.1 to -.9, more frequently -.9, so those are in check happily [:)]

for the radius, i rode it in fly by view, very close near the front of the train, it gets very close at one point, so ill be changing that, thanks for pointing it out, it wouldve been a pain if i found that later in the ride progress.

also, gerstlcrazy, i think you didn't rename youre "bananas" track car texture, because i have it on this ride, so just for furture reference... rename your car textures from the original name, unless its my computer, or it just randomly loaded it with this track.

Post July 7th, 2007, 6:07 pm

Posts: 289
Points on hand: 226.00 Points
Location: Brooklyn Center, M.N., USA
Very nice coaster. I would love to see how this turns out. I couldn't help but notice your getting 19 FPS. I cant believe you put up with that low of frames.
Image

Post July 7th, 2007, 6:20 pm

Posts: 875
Points on hand: 2,219.00 Points
Location: Columbus, Ohio; United States

What do you make your 3D's with.. cause I really need to learn how to make them.

Post July 7th, 2007, 7:26 pm

Posts: 826
Points on hand: 2,400.00 Points
Location: Edmonton, Alberta, Canada

Why the hell do you keep posting your rides in the Track Advertising area when they should be in the Hard Hat area? If they're under construction they go in Hard Hat, if they're finished they go in Track Advertising...

Jeesh

And the ride looks cool.

Post July 7th, 2007, 7:32 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
Bsktballdude, I am aware of the cartexture issue. I apologize, it was my mistake.

1) I suggest you include a controlled segment at the top of the first drop. Mainly because it's safer and more realistic on Euro-Fighters to have speed control before any steep drops. This is because of E-Stop. If you have to E-Stop a Euro-Fighter, the hill is the first place you want to ensure that there is no car clearing it.

2) Those negative verts are too harsh, man. -.9 is bad enough but if you pulled -1.1 that makes a real concern. Maybe another control segment because you shouldn't be getting that much pull on a Euro-Fighter. I'd say keep the negative forces well within -.3 or -.4.
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 July 7th, 2007, 8:18 pm

Posts: 826
Points on hand: 2,400.00 Points
Location: Edmonton, Alberta, Canada

Originally posted by GerstlCrazy

Bsktballdude, I am aware of the cartexture issue. I apologize, it was my mistake.

1) I suggest you include a controlled segment at the top of the first drop. Mainly because it's safer and more realistic on Euro-Fighters to have speed control before any steep drops. This is because of E-Stop. If you have to E-Stop a Euro-Fighter, the hill is the first place you want to ensure that there is no car clearing it.

2) Those negative verts are too harsh, man. -.9 is bad enough but if you pulled -1.1 that makes a real concern. Maybe another control segment because you shouldn't be getting that much pull on a Euro-Fighter. I'd say keep the negative forces well within -.3 or -.4.



What are you talking about, Speed pulls -1.3

Post July 7th, 2007, 8:23 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
That -1.3 is pulled at the peak of the airtime hill and is sustained for maybe less than .5 seconds, in which it evens back out to, what, something like -1.0? The truth is any roller coaster with OTSRs shouldn't be getting too much airtime (The Intamin Loopers [Maverick] being exceptions)
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 July 7th, 2007, 8:34 pm

Posts: 2864
Points on hand: 4,152.00 Points
Location: Monroeville, PA, USA

Actually the air on Speed is likely maintained throughout the hill, the bonus from Force vectoring. It's likely more than -1.3, probably -1.

And uh bank the little part before the drop.

Post July 7th, 2007, 10:07 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

Originally posted by topdrag

Very nice coaster. I would love to see how this turns out. I couldn't help but notice your getting 19 FPS. I cant believe you put up with that low of frames.

actually, i normally get around 78 or something like that, but i had at least 15 windows open at that time, between aim, chat room on wws, wws, rcdb looking at elements i could incorporate, im looking at video cameras, so i had 4 different windows with different vid cameras open... so, yeah... its never that low, except for very high-detail rides, (and when i have 1500032000 windows open.)

also, updated the second hill, now, to suit everyone, it gets -.5 to -.7 throughout the hill... but the bad part is, its oddly shaped... look

Image Insert:
Image
24.4 KB

Post July 7th, 2007, 10:11 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
^You can keep those forces with a presentable shape. Just use proportion or speed control. One thing's for sure, between that ugly shape and the high negative verts, you'd be better off with the high negative verts. Also, I'm still wondering whether you're using a good amount of verteces. Just from that picture, I can see that by the use of more verteces/beziers you can handle the design better. Just my opinion though...


Originally posted by Jimmy Yoshi


And uh bank the little part before the drop.


It's not necessary to bank that section. There'd be virtually no laterals to save and it's realistic without banking so it could go either way.
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 July 7th, 2007, 10:21 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

yeah.. i wasnt gonna bank it anyway, lol, but, if more people want me to, then... i will, but if its half and half, ill leave it alone. and, gerstlcrazy just told me to leave it, so he counts as 5 people at least, as he is the gerstleur expert [;)]

and ill try adding some verticies, and tweaking it a little, the beginning is the hard part, because its the part that the train has more speed going through, as it is just entering...

Post July 7th, 2007, 10:26 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
Sigh...I appreciate that comment but I'm far from Gerstlauer expertise. My name indicates I'm crazy about Gerstlauer Elektro GMBH. I'm not GerstlMaster or GerstlExpert.

And that judgement didn't come from knowing the design style of the company. It was just a common sense matter.
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 July 7th, 2007, 10:26 pm

Posts: 2864
Points on hand: 4,152.00 Points
Location: Monroeville, PA, USA

That bottom part of the turn and the pull up have to pull at least .6-.8 lats. Also watch that hill shape, it's too weird to be good. The pull over onto the top happens way too far up and the pull out into the bottom part happens way too quick.

Post July 7th, 2007, 10:28 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
Bsktballdude, could you take an editor picture from sideview of the first drop showing the entire length of it?
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 July 7th, 2007, 10:35 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

well, theres also a meaning to the [;)], meaning i wasn;t completely serious, but kinda serious, anyway.. i added more verticies, and theres a constant -.3 to -.7 throughout, it starts out pulling -.7, then goes to about -.3 and then jumps up to about -.4 or -.5, i hope thats alright for it to jump like that, im trying to fix the problem, but the overall hill shape is looking nicer.

Post July 8th, 2007, 1:20 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

a little update...

heres the 96.5 degree drop... from side in editor as requested. problems?
Image Insert:
Image
92.1 KB

i also rose up the heartline roll, because it had high vertical g's.. so now its like a cork heartline thing.
Image Insert:
Image
119.89 KB

and i added the launch... (Flat is block brakes, goes into downhill launch!)Image Insert:
Image
52.7 KB

Post July 8th, 2007, 1:44 pm

Posts: 875
Points on hand: 2,219.00 Points
Location: Columbus, Ohio; United States

Looking Pretty sweeet, are you using print screen or actually taking pictures ?

Post July 8th, 2007, 2:08 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando


Post July 8th, 2007, 2:14 pm

Posts: 875
Points on hand: 2,219.00 Points
Location: Columbus, Ohio; United States


Post July 8th, 2007, 2:32 pm

Posts: 1936
Points on hand: 7,125.00 Points
Location: orlando

no, i just saved it as a JPG, so it changed all the colors and stuff, and made it low quality, my resolution is 1440X900, so its anything but bad... just the image type, anyway......

Post July 8th, 2007, 2:34 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
My print screens turn out like that too, bsktballdude, nothing to worry about. I suggest using the sharpen feature on Corel Photo Shop or IrfanView. That helps alot other than pasting it into paint and calling it quits.

I'm seeing an issue with the drop shaping. This is your drop:

Image

Both radii (inner + outer) seem a little too vast to me. Look at a real life Euro-Fighter drop:

http://www.coaster-net.com/pics/bobbeja ... oonart.jpg

...Look at the drop on that baby. You can see how yours goes out too far and in too far for a beyond vertical drop. Maybe check that out a bit.
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

Next

Return to Track Advertising

 


  • Related topics
    Replies
    Views
    Last post