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Florida Adventure Theme Park and Resort

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 November 23rd, 2014, 9:19 pm
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Update : November 23, 2014

As deere stated above, It is with our great pleasure to announce The CodeMaster to our team. He will be helping with 3ds, trackwork, scripts, and CTR's. After talking with him, we have decided to completely redo Mardi Gras. The new layout features the same elements as before but staying true to the classic arrow feel. The train color will also stay white.

Looking back at the park, we have also decided that we will release the park with 10 coasters and several flats to improve the overall quality and enjoyment of the park. With that being said, each month will pass as a "season" in the park and will include a new coaster, flat ride, or both depending on the "season".

Please stay tuned for more pictures and updates in the next couple of days.



-Twisted Thrills, Six Flags Florida Adventure
Attachments
Mardi Gras New.jpg
MG Loop.jpg
Last edited by Blase Rhine on November 24th, 2014, 10:35 am, edited 1 time in total.
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Post November 23rd, 2014, 10:20 pm
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Post November 24th, 2014, 12:43 pm

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Post November 24th, 2014, 12:52 pm

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I know it's an arrow so you were going for the clunky transitions, but something felt off with the banks, and I can't quite think what it is.

Post November 24th, 2014, 1:16 pm
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Post November 24th, 2014, 3:40 pm

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^ I think if we looked at all of your posts together, Awesome or cool would be atleast 3000 of your nearly 4000 XD
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Post November 24th, 2014, 4:59 pm
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Projektion wrote:
I know it's an arrow so you were going for the clunky transitions, but something felt off with the banks, and I can't quite think what it is.


I think it felt "over arrowed" - like there was a lot of exaggeration in the transitions. It almost feels like a chinese knock off coaster... you know a badly made arrow. I get what you mean though - difficult to put your finger on.
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Post November 24th, 2014, 5:43 pm
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mkingy wrote:
Projektion wrote:
I know it's an arrow so you were going for the clunky transitions, but something felt off with the banks, and I can't quite think what it is.


I think it felt "over arrowed" - like there was a lot of exaggeration in the transitions. It almost feels like a chinese knock off coaster... you know a badly made arrow. I get what you mean though - difficult to put your finger on.


I see what you mean about it feeling "over arrowed" however when building this coaster, we looked at several pictures of arrow coasters and noticed some of the transitions you both are talking about. We can and will go back and reshape some of the transitions on the coaster. Thank you for bringing this to our attention.

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Post November 24th, 2014, 6:05 pm
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WAY too exaggerated on the transitions
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 24th, 2014, 6:17 pm

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I really think the transitions are just fine. Arrow coasters should be like that.

Post November 24th, 2014, 7:46 pm

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^ As the master of "Knock offs" and jet coasters you would say that. I agree with the above statements but only on the parts where it goes from straight to banked and vice versa, its not that its wrong it just seems like it takes a little too long to bank/unbank.... That turn into the corkscrews though is perfect. Also I like the new plan for release, It seems better than having what looked 15+ coasters all packed into one file, even with sections released at a time, it felt like you're putting 2 or 3 projects into one giant one
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Post November 24th, 2014, 7:46 pm
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Turbo wrote:
WAY too exaggerated on the transitions

Never, ever, EVER underestimate the power of Ron Toomer.
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Post November 24th, 2014, 9:13 pm
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Paradox wrote:
Turbo wrote:
WAY too exaggerated on the transitions

Never, ever, EVER underestimate the power of Ron Toomer.

Never have I ridden an arrow where the heartline jumps up diagonally then takes a sharp turn. Way too exaggerated.
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4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post November 25th, 2014, 8:16 am

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I've only been on 2 arrows (Big One and El Diablo) so I might not have the best knowledge, but it feels like for the amount that its banking, the transition should be longer, and maybe not as steep. Here's the best comparison (a drop out of the station, into the bank with a small bit of speed) I can find that best shows how the first bank in Mardi gras is off.

Image
It has a much longer transition into the bank, and as the curve goes around, the bank doesn't actually stay the same, tapering off as it goes round.

Post November 25th, 2014, 12:27 pm

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I think I'm going to agree on the Arrow shaping. The way Ron Toomer shaped track was to take the outside rail and twish the interior rail around it. This usually meant that the lower of the two rails was WAY too low when entering corkscrew like elements. The shaping was the same on almost every corkscrew entry on every Arrow or knock-off Arrow built. This changed with Drachen Fire, but obviously that was one of the last Arrow custom loopers.

I've found the best way to simulate Arrow track is to have a custom CoG y offset of 0.4, and then manipulate the roll points/vertices to keep the outboard rail perfectly symmetrical, and the rest sort of awkward's it's way along under it.

Here's a few reference shots of similar elements on Anaconda:

cimg-0311.JPG


Anaconda08.jpg
Attachments
Anaconda08 (1).jpg

Post November 25th, 2014, 1:11 pm
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Thank you for the pictures! We will be reshaping the coaster and will have another update soon! :) Thanks again!

-Twisted Thrills, Six Flags Florida Adventure
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Post November 25th, 2014, 2:49 pm

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Yeah, don't get me wrong, it looks REALLY close the way it is now, it's just very subtly different from real life. It would certainly pass right now, but it could get just that extra little hair more accurate!

One other suggestion I would have is the straight away section at the top of the hill after the vertical loop should possibly stay level a bit longer and have a slightly more shallow bank at just the end that's not nearly enough to remove lateral gs, like this:

2004_0912image0068.jpg

Post November 25th, 2014, 2:59 pm

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Oh, and while I'm being obnoxiously nit-picky, very few coasters (no arrows that I'm aware of) have lift chains that curve with the track on the bottom of the lift hill. Arrow suspended coasters are the only Arrow exception I'm aware of. Usually the return feed wheel is inside the curve up onto the lift like this:

82_45.jpg


Typically the first chain dog/anti rollback device is in the second car, so the purpose of the little dip down out of the station you see on most old Arrow's is to give the train enough momentum that the second car gets up onto the lift without any trouble. Some manufactures like B&M uses feederwheels to circumvent this need.

Later Arrow coasters that had Feeder Wheels (like Viper) also didn't need the little dip out of the station, but still didn't have a lift chain curving with the track as seen here:

https://www.youtube.com/watch?v=DNs8nJ-FSiM

Post November 25th, 2014, 10:25 pm
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Thank you so much! We have started reshaping some of Mardi Gras. Pictures will be posted at a later date. For right now how about some pictures of the parks Wingrider which will fly over the entrance of the park and right over guests heads! The theme and full layout will be released later on.
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Wing Coaster 2.jpg
Wing Coaster zero g roll.jpg
Wing Coaster.jpg
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Post November 26th, 2014, 10:06 am

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Wow that looks great! Which wingrider mod are you using? is it custom to this project?

Post November 26th, 2014, 10:23 am

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Post November 26th, 2014, 10:45 am
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The wingrider seems too close to Gatekeeper.
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Post November 26th, 2014, 11:06 am
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Paradox wrote:
The wingrider seems too close to Gatekeeper.


We planned on having a similar layout and idea to gatekeeper, so we built the coaster according to that.

Also Code is planning on making custom Wingrider trains for the coaster to fit the name and theme. I was talking to him about it last night. The ones on the track are his latest model and can also be found in the Wingrider package.
Last edited by Blase Rhine on November 28th, 2014, 11:38 pm, edited 1 time in total.
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Post November 26th, 2014, 5:39 pm

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Post November 29th, 2014, 1:00 am
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We are saddened to announce the departure of deere839 from the Six Flags Florida Adventure team. Things have not been working out quite so well for the team and it was decided that it was best for him to go.

Have no fear though! We are still working hard and things are getting done as planned!
Here's a sneak peak at something we are working on. Can you guess what it is? PS: Don't worry about the funky looking trains, it's just the video, not the trains themselves!


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