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Gerstlauer Spinning [CONCEPT]

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 7th, 2011, 3:06 pm

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I always enjoy going outside the box with my designing. Here is my layout for my launched Gerstlauer Spinning coaster. The launch in itself is unique, but it's the layout that follows that makes this ride special. A good amount of spin on the Immelmann loop makes for one of the most extreme elements I have yet experienced in NoLimits. All of the G's stay within safe limits, remarkably.

Image

Give me your comments! [:)]

Post May 7th, 2011, 3:19 pm

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Looks beast. I still worry about the laterals from the spinning, but I trust that you put that into consideration. Also, will the cars be "non-spinning" during the launch? If so, don't make the launch too powerful. It may hurt the riders who are facing backward. The first time I rode Superman Escape From Krypton, I did not prepare myself and my head flew forward abit and it hurt, but it was not too bad. Make the launch like 0.9 G's.
[19:34:14] RideWarriorNation: jim
[19:34:27] RideWarriorNation: can you pls change sig
[19:35:22] Jcoasters: ok
[19:35:39] RideWarriorNation: ty

Post May 7th, 2011, 4:36 pm

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The cars are non-spinning during the launch. Lats were an issue but i think I have tweaked out everything. It is fairly hard to tell because every run is different with different levels of spinning. I've done well over 20 tests with Gs staying in the green, so I'm assuming it's good. :)

Post May 7th, 2011, 4:40 pm

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What is the acceleration fore during the launch?
[19:34:14] RideWarriorNation: jim
[19:34:27] RideWarriorNation: can you pls change sig
[19:35:22] Jcoasters: ok
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Post May 7th, 2011, 5:49 pm

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Looks good, I still don't think spinning rides that go upside down would be good. But hey, it's a concept and if the g's are in check I guess that it's possible right? Anyway, looking very good the layout looks simple but thought out. Make sure to spend tons of detail on those supports, it will look 100% better if you do. That pic also makes me want to make one. Keep up the good work!

Post May 7th, 2011, 8:01 pm

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Sounds like my concept royal flush that I presented some time ago.
All RCCAs should be RMC'd. And that event shall be henceforth known as the Rollercaust.

Post May 7th, 2011, 9:17 pm

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Post May 10th, 2011, 6:33 pm

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Post May 10th, 2011, 7:00 pm

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Originally posted by disaster249

@Jcoasters It has a 1.1G launch.




I think that should be lowered a bit for the people launching backwards. 1.1 times your body weight slamming into a restraint is not very fun. Make it like 0.8
[19:34:14] RideWarriorNation: jim
[19:34:27] RideWarriorNation: can you pls change sig
[19:35:22] Jcoasters: ok
[19:35:39] RideWarriorNation: ty

Post May 10th, 2011, 7:23 pm

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This little ride is coming along nicely. I may have it up in the next two weeks.

Right now, all I'm working on is the track. Supports will come later on this week, then maybe some simple 3D work.

Post May 10th, 2011, 8:35 pm

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Post May 10th, 2011, 11:02 pm

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Originally posted by Jcoasters

Originally posted by disaster249

@Jcoasters It has a 1.1G launch.




I think that should be lowered a bit for the people launching backwards. 1.1 times your body weight slamming into a restraint is not very fun. Make it like 0.8


It's like braking at 1.1G, which is not really that fast.

Post May 10th, 2011, 11:07 pm

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A 0.8G launch? Are you serious Jcoasters? A Euro-Fighter would pull more vertical G's than that going up the lift!!

Premiers tend to pull 1.6G. Dodonpa, the strongest launch in the world, pulls like 2.2G's (or 2.7, I don't remember), but it is really ridiculous.

A 1.1G launch is actually pretty weak. But 0.8? Just...no.

Post May 11th, 2011, 1:19 am

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I'm talking about what it would feel like for the people facing backwards. And I did not think about that boneplaya.
[19:34:14] RideWarriorNation: jim
[19:34:27] RideWarriorNation: can you pls change sig
[19:35:22] Jcoasters: ok
[19:35:39] RideWarriorNation: ty

Post May 11th, 2011, 5:34 am

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In real life, I've heard that braking should not go over 0.7g. So a 1.1g launch is strong, but may be fine if you check the jerks.

I mean, if you're throwing riders from 0 to 1.1g instantanely, that's hurt, a little bit as Superman: Escape from Krypton does. But if you do it smoothly, the people facing backyard will slowly hang on the lap-bar.

(For the physicists out here, a jerk is the derivative of the acceleration, which is the derivative of the speed, which is the derivative of the position.)

In NL, the only way to do that is cutting your launch into small segments, and set their acceleration with a gradually ratio of g'forces. But your launch seem short, so I don't know if you can manage to.

Otherwise I pretty like the layout, it seem swinging like a wave! [;)]

Post May 11th, 2011, 7:26 am

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^Hmmm yeah good idea.

^^Yeah, I didn't see the backwards part. -_-

Post May 11th, 2011, 7:26 am

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If you take a closer look to rather common acceleration forces, like LSM launches. Let's take the example of ISpeed, Anubis The Ride and a classical Vekoma LSM coaster.

LSM systems have the same power. They propel the train with the same power, but the heavier the train is, the weaker the acceleration force is. For example, Anubis's and ISpeed's acceleration forces are like 1.3G, whereas RNRC's is like 0.9G if I remember well.

I've experienced riding Anubis and RNRC (the one at DLP). Anubis's launch is stronger, and much more sudden than RNRC's. But, while RNRC's launch is weaker than Anubis's, it remains a good launch, not that weak.

So, if when you face forward, you have quite "good" launches at 0.9G, imagine what it would be if you face backwars, with no seat to put your head against.

That's why I think a 0.8, or even 0.8G launch would be fine for this ride.

Anyway, about the ride itself, I'd say it looks short to me. I'd like to know the speed of the train in the end of the ride, I'm sure it should be like 40km/h or something like that, which is quite high for a spinner.

Post February 7th, 2012, 4:29 pm

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AJClarke, it's kind of silly to say those serious thrill rides pull X force so this one can't pull under Y force. This ride seems much more oriented toward families than something like Dodonpa or Mr. Freeze. As a designer you have to keep your target demographic in mind.

Also, the only way I can see Premier hitting 1.6 on their launches is at a instant. They're usually drawn out over 3-4 seconds, and none of their rides go over 70mph. If 1.6G = 70mph/3.8s, then 3.17G = 128mph/3.5s...meaning Kingda Ka has a ~3.2G launch, and by the same logic Dodonpa has an average ~5.2G launch.

So yeah...given those facts, I call shenanigans on your entire post.

Post February 7th, 2012, 6:52 pm

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My post about launch G's? I don't even remember much of what this was about other than a 0.8G launch could be upped a tad. But I dunno.

You do realize that the last post in this topic was in May 2011 right? So...you just mega bumped.

Post February 7th, 2012, 10:54 pm

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Intamins decelerae at -1.1 to -1.3gs, so if it's a short launch it should be okay, I think.
Originally posted by dcs221
\nMack Daddy A113. That'll be your rap name.

Post February 8th, 2012, 12:23 am

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If you few would notice, Dcs didn't bump poop haha. KingRCT made his original post on May 11th, and just edited it today.

Post February 8th, 2012, 12:33 am

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Originally posted by Coaster Hero

Anyway, since Im here, I dont think a launch could actually be 5 gs and survivable... but the math makes sense. And Dodonpa is a launch like no other... But Im sure Kingda Ka has a launch less than 3.2 gs

[lol]You realize he was pointing out the flaws in AJClarke's math, right? The math DCs posted is complete bogus. Dodonpa's launch isn't much more than 2G, and TTD/KK are just about 1.5. I did the math a while back, and I don't feel like displaying my calculations because it's late.

Post February 8th, 2012, 12:36 am

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That was my point boneplaya. I was extrapolating AJClarke's numbers for effect...I think the 5.2G Dodonpa launch kinda proved that. I'm not saying Dodonpa's launch is a constant 5.2G...I was saying his numbers can't be right because that would mean Dodonpa is much more powerful than it really is.

No I didn't realize this was an old thread. I read the posts and not the dates.

Post February 8th, 2012, 12:47 am

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I'm really confused here...are you guys saying that I said 5.2G's was Dodonpa's launch?

I pulled numbers from RCDB and other online sites I think. I don't really remember, but I remember taking them right from a fact sheet.

Are we talking about how I was assuming launches were constant G force? I just assumed they were since I have been on very few launch coasters (Volcano, Backlot) and I didn't take note when I was in 6th grade on whether the launches were constant or not lol.

I'm just reciting numbers I have read. I don't know if they are right or not, but the main point was that 0.8G might be a little weak and I suggested 1.1G.

Didn't know this would be some crazy controversy lol.

Post February 8th, 2012, 1:06 am

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Originally posted by dcs221

That was my point boneplaya. I was extrapolating AJClarke's numbers for effect...I think the 5.2G Dodonpa launch kinda proved that. I'm not saying Dodonpa's launch is a constant 5.2G...I was saying his numbers can't be right because that would mean Dodonpa is much more powerful than it really is.

Exactly. Coaster Hero said that your math made sense, and I was laughing at that fact, at letting him know that it really shouldn't make sense.

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