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Dragon - Inverted B&M

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 January 17th, 2012, 2:58 am
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After CoasterNick asked me about an inverted coaster in my 2011 recap video: http://www.youtube.com/watch?v=_bBw9ulvRsg

I decided to give it a shot. Now I am a newton builder and this coaster, in my opinion, isn't that great, but I still decided to post it on here anyways....and I'm going to get bashed for it. I will probably start hand-building again when NL2 releases.

Dragon, as usual, has custom scenery that is in the works. Dragon features 5 Inversions with two corkscrews. The track is relatively short but thrilling.

UPDATED: 2/18/12

I finished Dragon's track and supports and all that's left is some misc. fixes. Dragon will release on youtube February 28th and will be downloadable at this site on March 6th! I also created a commentary to tell my little story on how Dragon came to be. You can find it here:

http://www.youtube.com/watch?v=oqUH15yiqG4
Last edited by Goku1910 on February 18th, 2012, 4:33 pm, edited 1 time in total.

Post January 17th, 2012, 3:19 am

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The station looks great. The coaster, ehh, not so much. I can tell you were trying to be a little creative, but it just isn't working. Both 0g's are shaped pretty poorly, and I'm not quite sure whats going on with the last loop/corkscrew hybrid thingy.

So this isn't great, but don't give up! Just keep designing and you'll start to see what works, what doesn't, etc. Eventually your tracks will start to get much better!

Post January 17th, 2012, 3:53 am
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This is just started, if it's anything like Ascension: COTD, I'll go through 2 or three track designs before I am satisfied. This is no where near done. I wouldn't even call it 15%

Since this is my very first B&M inverted, I want to make a good impression at least.

Post January 17th, 2012, 4:41 am
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speaking of the alternate version, here is it's first drop, it's tighter and more like a real inverted drop.

Image

Post January 17th, 2012, 3:53 pm

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Post January 17th, 2012, 4:15 pm
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^It's now a small curved piece then a multi-force zone. I had to make the curve larger than I wanted to make it work correctly, Smoothing still needs more tweaking. It's a work in progress.

This also means that the work on the 3D Model has been suspended until I get close to finishing the track again. Don't want to keep working on it and then get screwed.

Post January 17th, 2012, 6:44 pm

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please keep the station the way it is. Its pretty sexy, but I recommend changing the tranfer section to something of a similar or even the same style, have that station like that and then just having the bland transfer areas looks terrible imo.
What are these for?

Post January 17th, 2012, 8:12 pm

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You started the station 3ds before you finished the layout?
So, my friend came up to me the other day and asked if I wanted a frozen banana, and I said no, but I want a normal banana later, so... yea.

- RIP Mitch Hedberg

Post January 17th, 2012, 10:41 pm
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Originally posted by Flickstah

You started the station 3ds before you finished the layout?


The layout was finished in the old pictures. it's in the process of being overhauled. So I simply Paused my work on the model. I'm still trying to figure this out:

I agree with using the same style for the brake/transfer. But I am having trouble making it that long and supporting the transfer tracks....What I'm thinking is using that style just so that the brakes are covered like they're supposed to be and then just use a smaller version of the style building I have now next to it. So instead of two storage tracks on each side, there will be one. This means that one train would remain on the track, and the other on the storage.

What do you think of that idea?

Post January 19th, 2012, 3:15 pm
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The Architecture of your station make absolutely no sense WSE. The weight of the roof coming down on those pillars, then down to where? Those concrete pillars would weigh loads all coming down on basic fence up-rights?
Image

Post January 19th, 2012, 3:19 pm

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Just extend the vertical columns down to the ground. Problem solved. lol

Post January 19th, 2012, 5:05 pm
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I've been working on this. There's a lot of changes I've made. The station doesn't even look anything like those pictures anymore. What I did with the track is much better than before, I compacted the layout basically.

This is an image that compares the lower level.

https://fbcdn-sphotos-a.akamaihd.net/hp ... 4886_n.jpg

The Columns have been extended and queue removed for now until I make it again, after I fix the other two sections. On the left edge, pillars still need to be added.

Post January 19th, 2012, 6:36 pm

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I feel like you're mixing too many styles at once now, sort of a mix of Medieval, art-neuvou (spelling?), and contemperary. I think you should keep the original layout but instead of using the big gigantic pillars,, use something thinner and lighter.
What are these for?

Post January 19th, 2012, 6:59 pm
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Now I'm using this as a component, so any changes I make are applied to the last two sections automatically. The only section I haven't extended pillars is the front section....which I plan to re-do that due to the fact that the lower level and upper level are separate components. I'll post a screenshot of what it looks like in the Sim....and I'll see what Architect thinks of it.

Update: Posted

(That tunnel on the stairs will be removed!)

Image

Post January 22nd, 2012, 3:28 am
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I haven't worked on it in a few days, but after today I finished the track and started supports. I'm using more free nodes, although I suck at it!

Image

Post January 22nd, 2012, 7:44 am

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Post January 22nd, 2012, 4:43 pm
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Everything requires practice so stick with it :-)
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Post January 22nd, 2012, 9:11 pm
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Post January 22nd, 2012, 10:11 pm
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Originally posted by A.S.C.

Your connections aren't lined up right.


Will turning off grid snapping help?

Post January 23rd, 2012, 1:17 am
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YES it most definitely will.
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Post January 23rd, 2012, 7:42 pm
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Turns out you can't completely turn it off but you can make the value so small that it doesn't make much of a difference.

I think the results are much better. Thanks for that.

Post January 23rd, 2012, 7:44 pm

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With a name like Dragon, I think bright reds and yellows would be more appropriate colors than green but it's your call
YES!

Post January 24th, 2012, 4:58 am
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^I usually use red far too much so I avoided it this time around. When I thought of Dragon, Reptile instantly came to mind....green scales.

Post February 10th, 2012, 12:43 am
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I haven't updated this in a long time, Although I have been working on it. Please go to my facebook page for the latest screenshots: Facebook.com/greenbulletproductions

The station and other 3DS objects have been getting some much needed work, I added catwalks and rails. Including staircases to get onto those catwalks.

Post February 18th, 2012, 4:39 pm
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I have no screenshots to show here today, but Dragon is finished for the most part. I had many troubles with the supports...as some of you noticed in the NL forums. But I eventually got over it and finished it. The model is ridiculous in size....We're talking 50MB at least. I don't separate my 3DS into parts like the Queue, Exit, Station, and signs etc. I find it much easier to import the track into sketchup and build everything around it....including other rides. The only 3DS that is not included in the model is the track for Ascension.

Yes, every coaster I release will have the previous Coaster as a 3DS Dragon gets ascension like Ascension Got Escalation REZURRECTED. This will continue until whenever I see fit to discontinue it.

However, if you'd like to see screenshots: they are on my facebook: https://www.facebook.com/media/set/?set ... 055&type=3

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