Originally posted by sapporo93
But the longer it's sustained can be dangerous. And the faster you're going down can cause discomfort. Remember, we still have the force of the air being displaced by our movement.
Go to your physics teacher and ask for your money back.
The reason behind the twist is that for some reason, the designers thought it would be too scary for a straight drop.
The only thing that is different on a twist than on a straight drop is that you make a spin around the lenght-axle. The difference in height, the speed, the forces...All the same.
Also, how on earth can you get back to the station as cheap as possible if you are not going in that direction. So you either need a 90* or 270* turn, or a larger layout (think Storm Runner) to get back to the station.
Getting back on topic, Racecarlock, the idea of the vertexes is pretty straightforward, and if you think about it, perhaps even better than RCT.
You start with a blue vertex. Now, if you want to go somewhere, just add a vertex by clicking where you want it. You can now drag the vertex to where you want it and change it's direction with the control points that appear when you select a vertex.
The control points are also used for making transistions smooth. The further away a control point is for a vertex, the more 'pressure' to exerts on the track. This is where designing can be a bitch because it can be really hard to find a balance between too much and too little pressure.
As for your hill. I would suggest 6 sections (so 7 vertexes) vertex 1 is the starting point, segment 1 is the curve upward, segment 2 is the section of track going (striaght) up, section 3 and 4 are the top of the hill, 5 goes down and 6 is the curve that goes back to level.
Just try a lot and mess around with the vertexes and control points. When you get the hang of it, you'll be surprised how much you can actually do.