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.