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FVD++

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Post April 23rd, 2013, 7:06 pm

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In my scenario, I want the pre-lift to end at a roll and pitch value of about 0. The pre-lift will be a banked U-turn that dips slightly:
Image
It doesn't HAVE to be exactly like this (it probably shouldn't since this is isn't heartlined too perfectly). This is the hand-built track I'm trying to use as a guide. I'm not sure if a force segment or a geometric segment would be better.
Actually I looked at the test track included in the first FVD++ version, and even on the brake runs and stuff, the roll value at the start of the final brakes was something like 0.02. Weird.

Post April 23rd, 2013, 9:53 pm

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Basically what he said ^


What I'm looking for is to get back to zero after a banked section. For example, bunny hops after a turn around, or setting up a loop after a zero-g.
Originally posted by GerstlCrazy
Cool! The name is Fly Over Rainforest?
I was under the impression the name was Green Coaster Goes Fast Goes High Has Clockwise Loop Has Straight Upside Down Four Seats Two On Each Side Fast Coaster?

Post April 23rd, 2013, 10:32 pm

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I've been having the same problem, except the only way I can explain it is zeroing out on the degress per second while also getting a 0 degree bank
What are these for?

Post April 23rd, 2013, 11:30 pm

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YES. Waiting for someone like Kyle or AJ to respond to these...
^
^^
^^^

Post April 23rd, 2013, 11:55 pm

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It's basically the same as working with quaternion in Newton, you just need to fiddle with the length of the transition back to 0 deg/sec and the related timewarping until you get the desired value.
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Originally posted by richie5126
T: all newtons on this site are smooth so this must be high.

Post April 24th, 2013, 2:45 am

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Yeah, the problem is that it's even more of a nightmare than just Quaternion alone. It's not too bad getting to 0-degrees roll, but my biggest problem is doing that in addition to getting a specific yaw. Like if I want to have perfect parallels and such.

Unless Lenny puts in a flat out "roll" value, I'm afraid we'll be stuck with these headaches. :/

Post April 24th, 2013, 1:03 pm

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I suppose it's worth the headache when you have a more bold and cut banking transition... but ugh.

Post April 24th, 2013, 2:54 pm

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Image
I think I'm getting more the hang of it now. It seems that (at least with Euler) messing with the timewarp settings in the right way after getting down to 0 degrees per second will change the banking but not the degrees per second. For some reason pitch was not nearly as hard.

Post April 25th, 2013, 6:52 pm

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I see what you mean by that, but it's still a pain in the rear.
Originally posted by GerstlCrazy
Cool! The name is Fly Over Rainforest?
I was under the impression the name was Green Coaster Goes Fast Goes High Has Clockwise Loop Has Straight Upside Down Four Seats Two On Each Side Fast Coaster?

Post May 8th, 2013, 11:33 pm

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Originally posted by TylerE

Here is a little Vekoma-ish looper I've been working on to figure out FVD++. It's come together really well so far and the shaping and flow is very good.

Image

Image

Notice how, for instance, the loop has curves in and out, and the transistions are perfect - continuous postive g's, no flat spots or awkward transistions. And this was REALLY easy. Took me like 10 minutes to build that loop and the curves on either side.



Looks more like the Final Destination 3 coaster.
A big drop is a good drop.

Post May 8th, 2013, 11:35 pm

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So does every single red coaster with that track style.
mkingy wrote:
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Yoda wrote:
Free the Orcas, you must
Sith will prevail, otherwise


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