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Unknown GG Woodie

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 August 14th, 2007, 3:35 pm

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Location: Zelezniki, Slovenia

I decided to build a huge Gravity Group woodie. Here are some pics:
http://www.nolimitsdevcenter.net/p3876

I'm trying to keep the G's within 4.0 - -1.2G, so it's forceull and still not to insane.
it's 60m high and it's top speed is 119kph.
The current elements are: prelift helix, lift hill, 7 air hills and 3 turnarounds.
So yeah, that's about it. If anyone is interested in helping me with the cartexture, please tell me.

Vid_w[8D]
Last edited by Vid_w on August 14th, 2007, 4:22 pm, edited 1 time in total.

Post August 14th, 2007, 3:37 pm

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What are the lats?

Very nice. Maybe it should be made like El Toro (because of the layout). It should unless it has no lats.

Post August 14th, 2007, 3:39 pm

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Location: Zelezniki, Slovenia

The lat's arent final yet, cuz I havent AHGed it yet.
How do you mean, like El Toro?

Post August 14th, 2007, 3:45 pm

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Verts need to be 4 or lower IMO. and the negatives below -1.2. Its not the actual raw forces that make their rides so intense, its the transitions in and out of those.

Post August 14th, 2007, 3:49 pm

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Location: Zelezniki, Slovenia

Ok, I'll keep that in mind. So far there's mostly floater air, and it doesn't go higher than -1.2G, but the positives need some fixing. Thenks.

Post August 15th, 2007, 7:50 am

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I just realized, that I'm not able to lover the positive G's! Whatever I do, they always come to 4.3 or so.

Post August 15th, 2007, 8:33 am

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Post August 15th, 2007, 8:37 am

Posts: 1674
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Location: Zelezniki, Slovenia

I tryed that, but when the G's come under 4, the hills become way too steep.
Does anyone know what the G's on real GG's are?

Post August 15th, 2007, 8:55 am

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Not 4.3...
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

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Post August 15th, 2007, 9:47 am

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Location: Zelezniki, Slovenia


Post August 15th, 2007, 9:47 am

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Post August 15th, 2007, 9:52 am

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Points on hand: 10,012.00 Points
Location: Minnesota, USA
Vid, woodies don't traditionally get too high of positive forces.
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 August 15th, 2007, 12:41 pm

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Location: Zelezniki, Slovenia

YES! I managed to get the G's down to the maximum of 3.9G. I remade half of the layout to do it. The only thing that troubles me is the 2nd turnaround, It goes like this: 3.7G - 4.2G (for a split of a sec) - 3.8G.
Is that still ok? Cuz i've increased the radius to the maximum I can.

@Jimmy: Thanks! I'll try to do that.

@Gerstlcrazy: lol, I always thought that woodies are more forcefull than steelies for some reasons.[:p] Although, Sierra does pull ove 4Gs.

Post August 15th, 2007, 12:46 pm

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Location: USA
why is it doing that just for a split second? is there a bump or non-smooth part of the track or is it really just pulling that many G's?

I really dont think their turns pull more than 3 to 3.5 as well. The bottoms of hills will hit up to 4 I would think but turns are a different story. Its more about lats than anything.

Post August 15th, 2007, 1:01 pm

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Location: Zelezniki, Slovenia

It's this turn: http://www.nolimitsdevcenter.net/i31202
The train comes to the bottom of the hill, and there's a quite quick transition into the helix. It pulls 4.2 at the very bottom of the helix, right after the quick transition.

Post August 15th, 2007, 1:02 pm

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seems like you need to melt the exit of that turn more into the upslope of the next hill. I would have that turn start turning up sooner into that hill and having the entrance of that hill be not as steep to start with.

Post August 15th, 2007, 1:16 pm

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I'm sorry I didn't quite get you. Could you explain that to me again?

Post August 15th, 2007, 2:00 pm

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Post August 15th, 2007, 2:20 pm

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Location: Zelezniki, Slovenia

Hand and some helixes with H:SAK. I wanted to make that turnaround with HSAK, but it came out way too high, even though I put in the height difference of 5m.

Post August 15th, 2007, 2:25 pm

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Yeah, the H:SAK is not usually pretty when it comes to height.

Just say I have a 0 degrees in and 45 degrees out. To make it more even, I just make it 22.5 degrees down and 22.5 degrees out. Then in the purg I just rotate it on the x-axis 22.5 degrees up. Then it should come out right. Hope this helps.

Post August 15th, 2007, 3:38 pm

Posts: 1674
Points on hand: 196.00 Points
Location: Zelezniki, Slovenia

Update: http://www.nolimitsdevcenter.net/i31240
here you can see, how much track did I have to delete for the G's.

@EElover: Thanks! That works fine!

PS: The theme will be ancient Egypt. The coaster's going to be located in the middle of a desert and there,s going to be some pyramids and stuff like that. Comments are welcome!

Post August 15th, 2007, 3:42 pm

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Points on hand: 10,012.00 Points
Location: Minnesota, USA
...I don't get it.

[edit] Dude, I do NOT get it!

[edit] Why are we watching a Formule 1 POV??
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 August 15th, 2007, 3:56 pm

Posts: 1674
Points on hand: 196.00 Points
Location: Zelezniki, Slovenia

LOL[lol] I'm sorry, I just clicked paste and didn't look a the link anymore! Anyway, it's fixed.

Post August 16th, 2007, 10:25 am

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Post August 16th, 2007, 1:29 pm

Posts: 1674
Points on hand: 196.00 Points
Location: Zelezniki, Slovenia


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