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2010 NLT - Round 2 - Ratings page 14

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Post March 8th, 2010, 7:40 pm

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^Yes. I felt my question was not answered fully in the previous posts. I have my preliminary layout finished. And I promise the ending of the ride won't be boring and slow like my last round entry.

Post March 8th, 2010, 10:21 pm

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How is tunnel-testing going to work? I assume it won't be "anything in tunnel - FAIL". A tunnel-to-tunnel hit on the same block is permissible, correct?

Post March 9th, 2010, 5:58 am
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tunnel to tunnel collisions are acceptable if the collision ocurrs on the same block section of the ride. Also, anything other than tunnel entering another tunnel doesn't automatically mean a fail either. Some intrusions happen under the level of the track or are so minor that they do not count as a fail.

Post March 9th, 2010, 9:25 am
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There is a 50% chance I will not finish...
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Post March 9th, 2010, 9:59 am

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^Thanks for sharing!

I have a good start to my ride but now I don't know what to do...but I will keep on toying with the ride :)

Post March 9th, 2010, 10:14 am
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Originally posted by Onjin

Just to be clear Hyyyper, if I hit F12 mid launch and the train rolls back to a brake block and slowly bounces to a stop, but cannot be re-launched without starting the sim over, is that considered an E Stop Pass?


If the train rolls back to some part of the launch segment, IRL it would be able to relaunch it. So if it stops at a block brake that's somewhere between the station and the start of the actual 'track' track, I would consider it possible to be relaunched and so it's OK.
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Post March 9th, 2010, 11:38 am
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I really like this template, btw. It's simplicity is charming in some way, I think. Although, from what I can see, most people will end up with their launch in one of two places, the template gives you a pretty free reign for the rest of the ride, so none of this rounds rides should be too similar. I've had a little go at throwing down a layout and liked what I ended up with!

Post March 9th, 2010, 11:56 am

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Originally posted by hyyyper

Tough luck, you should've installed brakes after the launch


I've been trying this a few different ways and unless someone else can correct me, it doesn't look like this is possible in NL without completely messing up the blocking system. If we have a set of brakes after the launch that don't work in the game but would clearly be able to stop the ride before going over the first element could this be considered an e-stop pass?

Edit: Actually, even with messing up the blocking system this doesn't work...

Post March 9th, 2010, 12:26 pm
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^What if you use a non-block brake with a high maximum speed?
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Post March 9th, 2010, 12:31 pm

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That lets the train right through too; non-block brakes don't close during an e-stop in NL.

Post March 9th, 2010, 12:52 pm
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I see. Then how about using a brake segment as a launch?
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Post March 9th, 2010, 12:57 pm

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I was going to ask about that too. If you use a non-block brake segment as a launch, it won't shut off under e-stop, which means the ride completes the course as usual and stops at the final brakes. Since this still makes a collision impossible does it pass?

Post March 9th, 2010, 1:09 pm
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That would work. It is also possible to use it as a block, in which case it will slow the train down when Estop is pressed, stopping the train or making it roll back.

Which launch technique you use, is totally up to you.
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Post March 9th, 2010, 1:13 pm
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So hyyyper you didn't see if your E-stop requirement was possible before making the rule up did you?
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Post March 9th, 2010, 1:23 pm

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Uhmm, I have a question.
If I have the launch set to 85kph, it sometimes happens that the train reaches the end of the launch track at 86 or even 87kph. Will that be a problem?
Should I play it safe and set the launch speed lower?

Post March 9th, 2010, 2:40 pm
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^No that should be fine, As long as the actual settings in the launch dialog are not going over the max. launch speed.


Originally posted by Coasterkidmwm

So hyyyper you didn't see if your E-stop requirement was possible before making the rule up did you?


I tested it a while ago, but I haven't made a launch coaster in about a year, so I didn't know all the details. But I knew it was possible to make a working E-stop passing launch coaster.
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Post March 9th, 2010, 3:34 pm

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Well I guess you couldn't call it a challenge if it was easy, lol. Thanks for the info Hyyyper. I'll see what I can do. I have my launch set at 85km/h and it exits the launch at 85km/h perfectly. Just got mess with the settings to pass E Stop.

Post March 10th, 2010, 10:44 am
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Are we allowed to split the launch into 2 sections? For example could we have a flat section of the launch and then a small pull up and then an uphill section?
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Post March 10th, 2010, 11:01 am
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Post March 10th, 2010, 12:16 pm

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So, having a break segment before the launch, and having the train launch from that segment isn't allowed?
Like, let's say, TTDs launch, where you are stopped and than launched, without the train crawling forward to the actual launch track?

Post March 10th, 2010, 12:28 pm
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^That's allowed. As long as the launches are directly behind each other and in the same direction, it's still 1 launch, although it consists of 2 segments.
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Post March 10th, 2010, 3:36 pm

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Can I create a launch which is multiple segments so long as they all run directly after each other with no "track" portions?

ie. one overall launch, multiple track sections all brake or transport segments consecutively?

Post March 10th, 2010, 3:48 pm
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If you guys are worried about launch collisions just make sure that you set your entire launch segment as one block. AS for the E-Stop you should be able to create a block break with a high speed limit, and then set the deacceleration to 4, hysteris 0.63, front of the car slider to the front.

This should make it so that you can't have a roll back collison, and if you need to abort the launch the end brakes will reach in and tear the trains heart out.
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Post March 10th, 2010, 4:32 pm
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Originally posted by alton_

Can I create a launch which is multiple segments so long as they all run directly after each other with no "track" portions?

ie. one overall launch, multiple track sections all brake or transport segments consecutively?


I don't really see the point, but yes, if the entire 'launch' is straight, go ahead.
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Post March 10th, 2010, 4:47 pm
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Originally posted by hyyyper


I don't really see the point


I could only imagine various acceleration changes. Unless Alton has figured out some magic way around the E-stop problem.

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