Board index Roller Coaster Games Hard Hat Area BLACKOUT (UPDATED 8/28/12)

BLACKOUT (UPDATED 8/28/12)

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 July 16th, 2012, 8:24 pm
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Post July 16th, 2012, 8:47 pm

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Post July 16th, 2012, 11:16 pm
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Post July 17th, 2012, 4:44 pm

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That last one looks vaguely like a storage track
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Post July 17th, 2012, 5:12 pm

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Post July 17th, 2012, 7:40 pm

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Originally posted by NightwindElf

It's a B&M of some sort. Either a B&M hyper or a sit down "twisted" type.


Y U NO SEE THIS?!

Post July 17th, 2012, 7:46 pm
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Originally posted by KrazyKoasterKid

That last one looks vaguely like a storage track


Yes Sir, you are correct. That is a picture of the very early stages in making the storage.

Originally posted by aj74205

Unblur yer dern pherters!


They're here:

Image

Image

Image

Image

Image

Post July 17th, 2012, 8:51 pm

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You're always excellent with SketchUp, but I've noticed your layouts maybe leave a little to be desired. It looks like this may end up your best project to date.

Post July 18th, 2012, 12:50 am
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realized there is a failure point in the tunnel test....but it is so minuscule I'm not going to bother modifying the track....for you newton builders, you can see my reasoning.

Anyway, new screenshot goodies for you.

https://www.dropbox.com/s/4gvhhvjpowpch ... 544001.bmp
(You would be surprised, but this PASSES the tunnel test.)

https://www.dropbox.com/s/8u8xewhg1u0ds ... 521000.bmp
(And this barely passes)

https://www.dropbox.com/s/mipqj8x3d9juv ... 409001.bmp
(Here's the failure)

https://www.dropbox.com/s/1fjx0ze3mgiyj ... 238003.bmp
(This is my first idea for a station design....although I need to lower it....keep it or change it?)

You can also see how I do my sketchup work....The brakes are highlighted in different colors so I know where those segments begin and end. But I learned a hard lesson when making the station for Taipan to never build directly off the dimensions of the track .3ds because they're not perfectly parallel/perpendicular.....so this causes issues later something doesn't line up by less than .01 meters in sketchup and that is a pain to fix.

https://www.dropbox.com/s/3q47fencyitl9 ... 217001.bmp
(Overall view of storage now that it's near complete)

EDIT: Screw "Near Complete" I trashed this building so that the style is consistent.

https://www.dropbox.com/s/mqvhq4vp8n5j7 ... 205000.bmp
(Closer view)

I decided not to include a lower platform like normal storage tracks would have where people walk under the trains because I need to keep the models a reasonable size for performance reasons....just in case you were wondering.

https://www.dropbox.com/s/q4bp6nro5826r ... 729000.bmp
(And Finally.....The Tunnel)

Post July 18th, 2012, 2:16 am
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It's not a fail if the track doesn't enter the tunnel.

Post July 18th, 2012, 2:31 am
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Post July 18th, 2012, 3:15 am

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It depends if it's on a different block or not. If those pieces of track are on separate blocks, then it's technically a fail.

Post July 18th, 2012, 3:29 am
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Even if it were on another block you wouldn't be able to touch a train or the track.

Post July 18th, 2012, 3:31 am
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Originally posted by NoLimitzki

It depends if it's on a different block or not. If those pieces of track are on separate blocks, then it's technically a fail.


I don't know what the blocks have to do with it....but no matter, they're on different blocks.

Post July 18th, 2012, 4:04 pm

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Something that close isn't a fail. It's questionable, yes, but remember that the tunnels in NL aren't exactly the size of the riders' arms.

Anyway, from the 6 pixels of tunnel test failure I can see, it looks like the breach is in the lower corner of the top tunnel, which means that there's no way that the riders could touch the bottom tunnel, which is where there's a chance that another train might be.

Blocks matter because if there is a tunnel-to-tunnel breach on the same block, there's no way that a train could be on both parts of the track at the same time. However, if the two offending sections are on different blocks there is a (however remote) chance that both sections could be occupied at the same time.

Post July 18th, 2012, 4:46 pm
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Looks nice so far. Don't get carried away with objects and make sure the ride itself is good.
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Post July 18th, 2012, 7:18 pm
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Originally posted by Coasterkidmwm

Looks nice so far. Don't get carried away with objects and make sure the ride itself is good.


As people have mentioned before....The objects are my specialty. The trackwork is already set and it's pretty decent. Definitely a step above my previous hypers.

Another screenshot for you.

https://www.dropbox.com/s/qhkmq8xtlzgre ... -33-91.jpg
(My most ridiculous catwalks are present on this ride. Each brake has them and the lift is extremely detailed....the straight section of the lift has 248 components just for the vertical rails.....each are spaced apart 0.68 meters.

https://www.dropbox.com/s/lijrxbwhx9x27 ... 447000.bmp
(With a extremely tight crest and steep drop....you won't have time to blink....Probably never see a hill like that on a real B&M.

Post July 19th, 2012, 1:08 am
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Looks good just don't be stupid lol
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Post July 24th, 2012, 8:13 pm
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https://www.dropbox.com/s/ydgvvfiippnhj ... 841000.bmp

(First shot of the queue now that I started it.)

https://www.dropbox.com/s/u4fvxuypjacnu ... 047001.bmp
(Yep, The station is HUGE. The white box is the NL Default to compare.)

https://www.dropbox.com/s/50y6ebjpvyjza ... 102002.bmp

(No longer two separate buildings...one roof structure that makes no contact to the station building/storage support structures.)

https://www.dropbox.com/s/l1jatm1brvek7 ... 113003.bmp

(in order to get rid of one building, I needed to modify the storage tracks.)

Post July 24th, 2012, 9:32 pm

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Please get rid of that No Limits logo on the train whenever your done.. or else it will be ugly........

Post July 24th, 2012, 11:05 pm
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Don't worry, it's gone, I plan on releasing the templates I have for you. My templates kept the stripe, and got rid of the NL logo along with the "dust and scratch" detail.

My templates also make it easier to recolor the restraints and wheel covers for separate trains. <- This is shown in a screenshot on this page.

Post August 28th, 2012, 5:16 pm
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Here's the latest screenshots:

Image

Overall view of the model and it's new roof style.

Image

Yes, Those gates are recycled from Ascension with some slight modification. Row 1 rail progress. (It's done now)

Image

Entrance Plaza....Haven't decided how I will do signage; IF I do any at all.

Image

View from the Simulator. (No Color Fix yet!)

Image

This is the first turn-around. Let's remember that I'm not going for realism here and this part of the ride is wacky.

Image

Last image, no description really needed....

Post August 29th, 2012, 12:41 am

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That turn-around looks like it needs some work. Like you said you're not going for realism but I can't imagine that being fun to ride because it looks so tame until the sharp turn at the top.

Post September 5th, 2012, 1:57 pm

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I am amazed by your work in Sketch-Up. I have a fair amount of experience with it without importing a NoLimits track model, but once I do, I lose all sense of judgement. My current project has the track dipping an weaving around and though the terrain, but nothing I've done so far looks nearly as convincing- or in the case of your station platform- as good. What's your secret? (assuming it's not just patience)
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Post September 6th, 2012, 6:21 am

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Yeah, that turnaround does look quite awkward, but other than that the ride looks pretty cool. The 3ds objects look pretty awesome too.
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