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Connecting Elements

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Post July 15th, 2012, 10:04 am

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When ever I connect an element made by elementary or newton to my hand building or other element, i get this quick little glitch when I ride. Anyone know what i'm talking about or the best solution to hide or fix this?

Post July 15th, 2012, 12:51 pm
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Post July 15th, 2012, 1:01 pm
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Post July 15th, 2012, 2:02 pm

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Post July 16th, 2012, 2:30 am

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Fukc the purge. I honestly don't even know what it's for. I've made a couple of simple things in it, but certainly not using all of the different options. I'd like a legitimate explanation of what it was designed to do.

Post July 16th, 2012, 3:21 am
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This 'Prefab Purgatorium' is designed as a 'Razor Edge Swiss Army Sledgehammer' for ultimately punishing, torturing and thus completely screwing up any possible NoLimits 'Prefabs'. By using this (and possibly invoking a bit of your imagination) you now will at last be able to do multiple serious harms to your prefabs as follow:
Remove various characteristics (banking, roll-settings)
Straighten a prefab while keeping original track lenght and heights.
Scale total or independently by X-, Y-, Z-orientation.
Rotate by any of the three axes. Set values by degrees and slope.
Apply a constant slope onto the track while keeping other values.
Reverse the whole prefab (ride backwards) or invert banking.
Force begin or end of prefab to be 'flat' (=parallel to ground).
Split segments mathematicaly correct by user defined value.
Trim & Cut prefabs to gain or reassemble parts of them.
Extend prefabs automatically with correlated straights.
Connect different prefabs (with some mouthwatering options!)
Clone certain characteristics of other prefabs and apply on yours.
Extract segments and save them as single files automaticaly.
Create straights, bows or parabolas by user defined values.
Analyze many characteristics and data of prefabs and segments.
Exchange data with other programs via CSV-/Text-files.
It's actually a really helpful tool when working with something like HSAK. There's some pretty cool stuff it can do

Post July 16th, 2012, 6:46 am

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I've been tinkering with purg quite a bit and really like it. But how could I get rid of the glitches using it?

Post July 16th, 2012, 10:33 am
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You probably can't you just have to work around them. When using any of the older tools in correlation with the newer ones you tend to get weird effects with the scenery and/or ride.

Post July 16th, 2012, 3:39 pm
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Originally posted by Jaynen

I've been tinkering with purg quite a bit and really like it. But how could I get rid of the glitches using it?
What do you mean 'glitch'?

Post July 16th, 2012, 5:33 pm

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There is a jerk there because of how the Continuous Roll banking system works with small and large segments. The Newton element is certain to have very tiny segments of track, and your handbuilt addition is probably a long piece of track. Try either disabling "Con Roll" on the vertex that connects the two, or try splitting up (keyboard shortcut [Y]) your handbuilt segment into many smaller segments and smoothing (shortcut [G]) them.

Post July 17th, 2012, 3:18 pm

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Originally posted by tiepilot35

There is a jerk there because of how the Continuous Roll banking system works with small and large segments. The Newton element is certain to have very tiny segments of track, and your handbuilt addition is probably a long piece of track. Try either disabling "Con Roll" on the vertex that connects the two, or try splitting up (keyboard shortcut [Y]) your handbuilt segment into many smaller segments and smoothing (shortcut [G]) them.


Smoothing and splitting into small segments really helped. I almost cant even notice a transition now. Thanks alot!

Post July 17th, 2012, 4:14 pm
cjd

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^And if you really want to get rid of the bump, try splitting up the segments directly before and after the problem vertex, then delete the original vertex, split that up, and then remove the two extra vertexes you created by splitting up the original segments. Smooth the result out and repeat as necessary, and it'll be smooth as glass before long.

This is the method I've been using of late to make my hand-built coasters ride better.

Post July 18th, 2012, 7:56 am

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Delete the final part of your first element and delete the first part of your second element. Now you have enough space for a third curve.

Check out the derivatives of the outer bezier curves and use them to create the third curve.

Post July 19th, 2012, 12:45 pm

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I use cjd's method a lot and find it really helps. I've tried to alter a track that was AHDed but the track segments are so close togeter that it prevents a smooth transition. I don't know how to use Newton or the other heart line generators mainly because I'm too lazy to learn. I have used "Elementary" because it's so easy to use. Elementary is great if you want to create a perfect parabolic hill, which creates 0 G over the entire curve of the hill.
Trackwalker


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