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Dive Coaster WIP

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 March 15th, 2015, 9:37 pm

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Been wanting to work on a good dive coaster for a while, and it's been ages since I've used NL at all.

The vitals:

220ft tall
4600ft long
4 inversions (Giant diving loop, corkscrew, wraparound dive loop (Sorta like the Fire Dragon Immelman, but in reverse, and a zero-g roll)
9 airtime/zero-g moments

The layout is a bit of hybrid of a traditional looper and a terrain hyper - none of the dive coaster gimmicks like holding brakes or splashdowns - just pure coaster!



Post March 15th, 2015, 9:46 pm

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Post March 15th, 2015, 9:53 pm

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Post March 15th, 2015, 10:08 pm

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Its difficult to critique when its fvd cuz I know its tough to change so i apologize. The rotations on some parts are definitely a bit too fast. Especially on the entrance and exit to the floater wave turn thing. Also the entrance to the drop could be s bit more sudden or sharp. I really like the concept so far though.

Post March 15th, 2015, 10:18 pm

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The entrance to the drop is pulling negative in the front seat basically immediately. Couldn't make it any sharper without exceeding -1.0g in the back. I might be able to get away with an extra mph or two off the lift.

Not sure what you mean about the rotation (it does look a bit quick in the offride but it's really not)...it's all quite gentle. Other than I think about 105 degrees/sec in the zero-g it's 90 degrees/sec or lower everywhere else on the ride. G-forces are all within comfortable limits.

Post March 15th, 2015, 10:57 pm
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this looks cool. Some things I noticed though are the twists might be just a tad too fast (I seriously mean a tad, like tiny). I LOVE the first drop idea for the ride however I am a little sad to not see at least one holding drop on a dive machine. The turnaround over the first drop needs to be carefully executed so the train clearance would be fine if both trains happened to be at their closest point at the same time (you may have already done that). Other than that a really awesome and unique take on a Dive Machine. It's really more of a Dive Hyper.
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post March 15th, 2015, 10:59 pm

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Yea,it clears. Not but much, not more than a foot or two, but it does.

Post March 16th, 2015, 12:46 am
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Its all good as long as it passes. I have a nasty habit of millimeter clearing myself.
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Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post March 16th, 2015, 8:35 am

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Love the layout. I do think that the drop could benefit from a holding brake. It's not really a gimmick as much as killing two birds with one stone. Yeah it builds suspense, but what it's doing is prepping the train for the face-down drop to reach actual weightlessness. You can't get a fall like that in motion. How about leveling the predrop a little higher, that way it'll have less speed going into the drop, which could have a sharper angle. I do like the idea of this as a normal coaster though, can't wait to see what you plan for the rest

Post March 16th, 2015, 8:42 am
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Clearing still counts regardless of how close it is.
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Post March 16th, 2015, 8:49 am

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LuckyK wrote:
Love the layout. I do think that the drop could benefit from a holding brake. It's not really a gimmick as much as killing two birds with one stone. Yeah it builds suspense, but what it's doing is prepping the train for the face-down drop to reach actual weightlessness. You can't get a fall like that in motion. How about leveling the predrop a little higher, that way it'll have less speed going into the drop, which could have a sharper angle. I do like the idea of this as a normal coaster though, can't wait to see what you plan for the rest



Track work is done. 100% final.

I *despise* holding brakes. I hate what they do pacing - I'd much rather have a negative-g drop with no hold. The other problem is that they rob you of potential energy. If it had a holding brake that's the same as taking 10-15ft off the drop, and to do a decent layout I need every drop of energy I can get.

Post March 16th, 2015, 10:12 am

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Post March 16th, 2015, 10:25 am

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I love this part of the layout. If I decide (very UNdecided - my 3ds skills are weaksauce) to attempt a 3ds station complex, I might well try to do some sort of flythrough of a tunnel under the building here.

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Post March 17th, 2015, 5:45 am

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awesome ride man any predictions when is finnish or to early to tell?

Post March 18th, 2015, 7:38 pm
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Post March 18th, 2015, 8:59 pm

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Begun, the supports have!

This took way too long, but I'm pretty happy with how it came out. Pretty similar to the Sheikra MCBR.

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Post March 18th, 2015, 9:02 pm

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Post March 19th, 2015, 3:38 am
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Supports look great - have you connected the staircase to the central supports or are you going to have something standalone connected to the ground?
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Post March 19th, 2015, 7:22 am

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They basically touch. I'm trying not to go too nuts as I don't want to hurt FPS any more than I have to. It totally looks connected unless you knew to look.

Post March 19th, 2015, 7:26 am
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Fair enough! I think implied connection is more than enough - keep up the good work!
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Post March 19th, 2015, 8:03 am
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Post March 19th, 2015, 8:20 am

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TylerE wrote:
LuckyK wrote:
Love the layout. I do think that the drop could benefit from a holding brake. It's not really a gimmick as much as killing two birds with one stone. Yeah it builds suspense, but what it's doing is prepping the train for the face-down drop to reach actual weightlessness. You can't get a fall like that in motion. How about leveling the predrop a little higher, that way it'll have less speed going into the drop, which could have a sharper angle. I do like the idea of this as a normal coaster though, can't wait to see what you plan for the rest



Track work is done. 100% final.

I *despise* holding brakes. I hate what they do pacing - I'd much rather have a negative-g drop with no hold. The other problem is that they rob you of potential energy. If it had a holding brake that's the same as taking 10-15ft off the drop, and to do a decent layout I need every drop of energy I can get.


Well, then make the coaster 10-15ft higher. I don't get why you make a dive machine without a holding brake. And it doesn't break the pace, as there is not pace to break yet.
For an hyper layout it's better to use it's train, as they will give you more interesting force variation over the hills. Also, -1G is a bit too much for a B&M. Anyway, the rest looks great. I don't think the rotation is too high, it seems right. Only thing I'm not liking apart from the drop is that overbanked/stengel turn at the beginning of the layout. The rest is interesting, and I love that trench under the brakes. Could look very nice with some theming. That dueling moment seen in the pov is also great. Does it happens every time you ride? Anyway, despite those small thing I don't like I'm looking forward to the final product.

Post March 19th, 2015, 8:23 am
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^ I agree, I think the point of the holding brake is to build up suspension, tension, and scare the living shiit out of people. It doesn't affect pacing at all.

Post March 31st, 2015, 8:17 am

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Post March 31st, 2015, 8:56 am

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It's nice to see that someone has designed a dive coaster that paces well, even if it's not so realistic. A lot of the ones on the exchange just *crawl* through their layout, it's not like actual dive coasters pace all that slowly...


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