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CC NLT 2008 - Round 1 [RESULTS PG 12]

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Post January 21st, 2008, 1:27 am

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I read all this and said, "Good job, you originally made the coaster without mcbr wheels!"
Score.
But really, I'm sure all the controversy about tilting their MCBR's is because they tooled. It's not easy to adjust 1 segment.
Oh well, I don't tool, it's not nessesarilly my problem.

Post January 21st, 2008, 2:15 am

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Originally posted by tiepilot35


But really, I'm sure all the controversy about tilting their MCBR's is because they tooled.


nope, i just have a portion that crawls WITH transfer track

Originally posted by Coasterkidmwm

I had a post a page back with several links to Gerstlauer and Maurer Sohne spinners which have no tires and a slanted MCBR. Good day sir.


and i had a post just before yours that had Gs w/ transfer track




i still havent heard a final word from hyyyper - just WWS's take on the situation

Post January 21st, 2008, 2:34 am
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Okay, final word on this,

NO FRICTION TYRES

that's it, they classify as a launch. Other rounds will have more detailed rules but for this round they are not allowed. As minicoopertx's is the only track with frictionwheels, and for some reason the coaster works perfectly fine with them, i'll just turn them off when judging. Final brakes, stations and transport section can have tyres, as long as they don't slope up, that would make them a lift.

I'm very sorry for the confusion and the frictionwheels and i hope i can avoid these loopholes in the upcoming rounds.

Post January 21st, 2008, 3:57 am

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I was screwed and it just got deeper as I tried to fix this. Starting over, lol...

Post January 21st, 2008, 5:36 am
cjd

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Lol... and this is why when running a contest, you always have to be as specific as possible. Welcome to the happy world of contest-running, hyyyper! [;)]

Post January 21st, 2008, 7:23 am
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hehe, lol... I first used wheels on the mcbr's, but now when I have them all disabled I see it runs even better xD The only thing i had to fix was a slight rollback after e-stop. But it's running smoothly now [:)]

Post January 21st, 2008, 8:26 am

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Post January 21st, 2008, 9:34 am

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Originally posted by hyyyper

Okay, final word on this,

NO FRICTION TYRES
As minicoopertx's is the only track with frictionwheels, and for some reason the coaster works perfectly fine with them, i'll just turn them off when judging.


I uploaded a new version before you posted this. The timing was all wrong on the previous version if you just turn off the wheels.

Post January 21st, 2008, 10:32 am
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^the only thing changed is the height of the last mcbr. And what do you mean with wrong timing. There wasn't any stacking at all when i turned off the wheels?

Post January 21st, 2008, 12:13 pm
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Originally posted by GerstlCrazy

I was screwed and it just got deeper as I tried to fix this. Starting over, lol...


SAVE DIFFERENT VERSIONS!

Post January 21st, 2008, 12:45 pm
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Originally posted by Coasterkidmwm

Originally posted by GerstlCrazy

I was screwed and it just got deeper as I tried to fix this. Starting over, lol...


SAVE DIFFERENT VERSIONS!


If I did that every time I clicked save I would have got version 1000 about now... [lol] I just keep one back-up file which I'd re-save every ... time [:)]

Post January 21st, 2008, 12:53 pm

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Originally posted by Coasterkidmwm

Originally posted by GerstlCrazy

I was screwed and it just got deeper as I tried to fix this. Starting over, lol...


SAVE DIFFERENT VERSIONS!


Duh. If I don't finish this new one on time, I'll just turn the friction off on my last one so that it can complete course without wheels on the MCBR. I'd just have to take the hit for high lats, but 9 days is plenty.

Post January 21st, 2008, 1:02 pm
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Originally posted by GerstlCrazy
Duh. If I don't finish this new one on time, I'll just turn the friction off on my last one so that it can complete course without wheels on the MCBR. I'd just have to take the hit for high lats, but 9 days is plenty.


uhm... Increase brakepower? So it doesn't has that high lats anymore? Or else just increase the banking on some turns...

Post January 21st, 2008, 1:21 pm

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Dirk, custom banking is hard with an AHGed track. Also, I was working on setting brakes high-powered, but if you would please run your track without the 1.6 Friction. It's insane with a spinner. If I set the brakes to high, people may say that it's an "adrenaline killer"...

Post January 21st, 2008, 1:35 pm
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Use a trim. You've gotta have an unbanked piece of track somewhere.

Post January 22nd, 2008, 1:05 am

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My Trackwork is coming along fairly well. Smooth to the MCBR. I need to hurry though because of upcoming lack of time.

Post January 22nd, 2008, 3:19 pm

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my layout and trackwork are 100% done, and im about half through with the supports! Ill probably upload tomorrow!
Anyone knows if everything is deleted from the nl folder, when you reinstall it?

Post January 22nd, 2008, 3:25 pm

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Yes, for reasons I reinstalled it lots of times. You'll have to save your tracks in a different folder.

Post January 22nd, 2008, 3:32 pm

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another question hyyyper on tunneltesting, what do you classify as failing a tunnel test?

track and supports in the tunnel or the slightest of tunnel hits?

i have some very small tunnel colitions and im not quite shure if they will pass

Post January 22nd, 2008, 7:17 pm

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If you don't get 32 valid tracks, you could always just make the next round not in matchup format.

Wooop 169th reply!

Post January 22nd, 2008, 9:50 pm
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well, we could skip 1 round and qualify 16 of you and make the tourny from 5 rounds to 4 rounds [devilish]

Post January 22nd, 2008, 11:19 pm

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re: tunnel testing

I've got a couple of minor intrusions of supports into the tunnels (the new tunnels, not sure about how it looks in the older ones)... but I've got a Gerstlauer spinner. Since the riders face the center of the car, there is no way that the rider could come in contact with the support in any way. The car itself clears the support just fine.

This is only when the car is spun to be closest to the pole... if the car is in any other portion of the spin cycle, then the rider is even farther away from the pole, so that shouldn't matter, either.

Post January 22nd, 2008, 11:25 pm
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I will test with the old tunnels (get the Construction Kit if you don't have it, and if you're on a mac, let someone else run a test), and if i see like 1 milimeter of track near the side, or down below where it doesn't hit the wheels, it's fine.

Post January 25th, 2008, 4:39 pm

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Gerst, I may have missed something, but you should have put [NLTR1] in your upload's name[;)]

Post January 25th, 2008, 4:47 pm

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