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light speed, first nldc project!

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 May 22nd, 2008, 4:13 pm

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http://www.nolimitsdevcenter.net/p4817

my first nldc project! This track has been going on for about 3 days now, mostly track work such as shaping and such, it is now quite smooth and the creases are very fine, colours are not final but i like them. take a look for yourself, no supports yet btw but oh well, more info on the page, thanks for looking!
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Post May 22nd, 2008, 4:29 pm
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Post May 22nd, 2008, 4:33 pm

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they're taken relatively slowly.
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Post May 22nd, 2008, 4:36 pm
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Post May 22nd, 2008, 4:42 pm

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nope, and it doesn't look like you could stick your arm out and get close to the track either, i seem to be able to judge that in nl without even tryying now, yay!
Cradled by two loving arms that I'd die for,
One little kiss and Felina goodbye.

Post May 22nd, 2008, 5:05 pm

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a half cork half loop is certainly not a hybrid... its been done before on numerous occasions... that first inversion looks nice though

Post May 23rd, 2008, 4:24 am

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Yer that last turn is really bad.
As a rule i always try and keep the amount of turns in the brake runs to a maximum of 1, avoid 180* turns in the brake runs too, especially if they are tight turns like that.

Post May 23rd, 2008, 4:56 am
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Surely the brake run is too short also?

The ride looks pretty cool, but the brake run and the final turns back into the station need looking at. You say there are no train collisions, but there most difinitely is. In the simulator, watch the train very closely as it traverses those final turns into the station and you will see that it most definitely collides with itself!

Post May 23rd, 2008, 3:35 pm

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i have checked, and ihate to say it, but you are correct, the train crushes itself, i have widened the turn and the crisis has been averted.
Cradled by two loving arms that I'd die for,
One little kiss and Felina goodbye.

Post May 23rd, 2008, 4:17 pm

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i like it!!! it looks like it has an original cool layout!!! [:D]
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Post May 23rd, 2008, 8:25 pm

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The short brakeruns are nonsense. You only need a really long one (longer than the train) to get it to slow down from a higher speed. I have used brakes no more than 1 set of friction wheels to successfully stop a train, and hold it, even with a train of 8 cars.

Uh oh. I got more inspiration for that standup I was trying to build [:D]
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Post May 24th, 2008, 4:46 am
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you may very well have done, but it wouldn't be a very comfortable stop now would it? You shouldn't have a really long brake run either, you should have one that is the right length!

Post May 24th, 2008, 4:39 pm

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so, you are saying that the first brakes sould be long, but the rest short?
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Post May 24th, 2008, 10:27 pm

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it looks cool but it needs some small adjustments.

Post May 25th, 2008, 6:32 am

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The brakes that actually slow the train down should be as long as they need to be with a deceleration of about 0.9G. This first brake should be sloped downward by a few degrees and should not have friction wheels. It is also possible, depending on the coaster type to have mag brakes at the start of this brake, look at The Flying Burrito by Canadmos for an example of this.

The other brakes should be level holding brakes which have friction wheels.

For example: If your track is a B&M Sit Down with an MCBR and 3 trains.
Your brake runs are expected to be, but are not limited by a configuration of 1 deceleration brake (sloped) and 2 holding brakes long enough for the train to stand on.

Obviously these rules are not set in stone, if you look at Radiohead my last ride i required the usage of 2 sloping brakes without friction wheels.

Post May 25th, 2008, 6:35 am

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not quite an update, more of a what do you think?

i have uploaded onto ridehost, please ride and tell me what to improve

http://ridehost.com/uploads/light_speed.nltrack
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Post May 25th, 2008, 6:38 am

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Post May 25th, 2008, 7:03 am

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wth? they have the entire train on them don't they?
Cradled by two loving arms that I'd die for,
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Post May 25th, 2008, 7:37 am

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No, the front and back row are not in the middle brake.
I shouldn't need to tell you this, look yourself!

Post May 25th, 2008, 3:05 pm

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Post May 25th, 2008, 4:32 pm

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I too am making a launched B&M Twister, and I have quite a steep launch, i think 50?????????.

Im completely clueless on the type of launch I'm supposed to use, Friction Wheels or LIMs? Its launching approximately 27 mph.

Post May 25th, 2008, 6:28 pm

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Hulk uses wheels, but B&M never wanted to make a launched coaster. It's up to you what you use.

Post May 26th, 2008, 8:47 am

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oh btw guys, this coaster was not meant for beam for beam realism, it was just meant for a little bit of fun, with some themeing and a different kind of ride, not so that you guys can pull it a apart and say, "well that segments too long!" i don't particularly care about that, it's fine isn't it? the holding brakes hold it, the launch makes it go fast, the track helps it go round and the brakes stop it, if that isn't good enough for you then don't help! woo, rant over, now thanks for all your comments guys, i will try to put the whole holding brake thing in to please you, you can tell me what is unrealistic about it so that i can fix it if i want, but please only one person tell me!

right, update!

i have smoothed a bit more but i cannot get the kinks out! the corners in the brake sections have been widened to insure non-crushingness, but no 3ds has started, i have some thoughts about it, such as a lighting tunnel but nothing has been created yet, testers are welcomed with open arms and someone to help with smoothing would be great!
Cradled by two loving arms that I'd die for,
One little kiss and Felina goodbye.

Post May 26th, 2008, 3:15 pm
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I like it when people ask for constructive critism, then turn round and bite your face off when you give it to them.

It does look a funky ride, nice layout ideas, pretty good overall, but there are a couple of easily fixable problems, i.e the brakes and such. This is meant as a helper to you, not as an insult.

Post May 26th, 2008, 3:56 pm

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^Sounds kinda like me [:D]]

The last turn before the brake in the most awkwardest place was too fast. No lead-ins or lead-outs either. Also, the last turnaround doohickey was too slow for realism. I think you should transform that brake into an airtime hill. Then after all is complete, run the track through AHG with a zero heartline.
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