It's not dead!
My laptop's video card has an option where it'll not use itself for programs it deems not rigorous enough to require it, and I recently discovered it thought NL2 fell into that category and I was running the game on low with my integrated graphics card instead. Ooops. Now the game runs at least twice as good and life is much easier because it doesn't massive stutter when I copy/paste and do things beyond building a normal track.
Anyways, I've been tweaking the track a bit and I think it's safe to say it's in its final form and I'll be releasing it soon. I have a few things left to do. One being the queue, which I plan on planting on a series of concrete blocks so I don't have to play games with the terrain.
Improvements since last update:
* Whippy Scorcher/Mantis transition is less severe (by a total of ~30 degrees). I was basing it off of POV's and realizes the camera when someone doesn't mount it moves with the train.
* Final corkscrew tweaked a bit
* S turn between dive loops was adjusted a bit to keep the initial part from being slightly overbanked like it was initially.
* Scenery redone because I figured out the game has new pretty 3ds trees that look much better
* Anti-stupid people fences added
* Dip in the drop is less shallow because lets face it making it exactly like the two existing ones looks boring in the Sim
* Miscellaneous little terrain, track, and flat ride adjustments
Things to do:
* Queue
* Check clearances
* Add more trees on the ride's outer perimeter
* Flanges for supports
* "Paint" paths on the ground
* Very simple wooden bridges over the river
* Loop connectors
* EDIT: Change support colors on the bottom of the fence in the first pic...
As far as the ride goes, I'm not thrilled with the second dive loop and the corkscrews however they need to stay as is. I was allowing the depumper to drag around the entrances and exits of each element too much so the second dive loop is entered a bit oddly and sometimes the corkscrews are stretched a bit. Aside from that I think it's pretty smooth for a ride built completely by hand with the exception of the vertical loop, which used an in-game wizard because I can never shape those and the B&M air hills correctly to save my life. The ride at least as a dispatch interval that is possible in real life and I think it's fairly realistic despite ending up larger than I intended. This ride has been a good learning experience so far.
I'm trying to make the ride look like it was plopped in the center of a large park without making more coasters and I hope I'll achieve that feel. I went with a "no supports in the water" goal that made 3 total supports slightly funky to keep it interesting. I'll finish this ride soon hopefully and thanks for being patient with me.