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[Nl2] Phyxius

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 May 2nd, 2015, 7:57 pm
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Post May 2nd, 2015, 8:02 pm

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Trying to wrap my mind around what's going on in that turnaround - it's awesome! Those train colors are pretty sweet too, can't wait to see more! :)

Post May 2nd, 2015, 9:49 pm

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I'm wondering which inversion the riders feel first! :)
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Post May 3rd, 2015, 6:50 am
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Well that's definitely unique. I'm assuming this is launched and that is your "tophat". Make sure those G's are down lol.
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Post May 3rd, 2015, 9:49 am
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lol240 wrote:
I'm wondering which inversion the riders feel first! :)



The taller one.

Post May 3rd, 2015, 10:03 am
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Coasterkidmwm wrote:
Well that's definitely unique. I'm assuming this is launched and that is your "tophat". Make sure those G's are down lol.


You could say it's launched..

phyxius3.png



The GIF is a little fast, but here is a POV of that second and third elements. Layout inspired by the Cat in the Hat of course.

phyxius4.gif
phyxius4.gif (12.51 MiB) Viewed 970 times
Image

Post May 3rd, 2015, 5:17 pm
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Maybe to fix the rotation in the figure 8 turnaround thing you could bank to the right in the valley before it starts to make the roll to the left less severe.
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Post May 4th, 2015, 5:56 am
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Looks like the exit will have a cheeky pop of airtime! Hard to tell from the .gif as you said - felt sped up - but I do agree with what CK said.
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Post May 6th, 2015, 6:42 pm
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Post May 16th, 2015, 11:34 am
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Track Work is mostly complete and I have started lazily supporting the track.

I have attached the beta ride below for your criticism and feedback.
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Phyxius.nl2park
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Post May 16th, 2015, 11:52 am

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I thing i saw -9 negative gs and a ton of red lateral gs on the upwards twist.

Post May 16th, 2015, 12:15 pm
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That S-twist on the far turnaround is way too fast.
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Post May 16th, 2015, 12:20 pm

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There were support collisions, and one of the wings went through the station.

Post May 16th, 2015, 5:45 pm
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cool5 wrote:
I thing i saw -9 negative gs and a ton of red lateral gs on the upwards twist.


-9 Gs? I am not able to duplicate this.

Coasterkidmwm wrote:
That S-twist on the far turnaround is way too fast.


How would you suggest fixing this? I have already elongated the element as well as pushing back the transition point to a more roll transition neutral position. The G load only seems to impact one side, and adjusting it forward results in higher lateral Gs, while adjusting it back results in higher positive forces.

jjgovern wrote:
There were support collisions, and one of the wings went through the station.


The station wont have a roof in the final version which should fix this. I found two other places where supports were causing problems.
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Post May 16th, 2015, 9:03 pm

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When adding vertices randomly it's actually really hard to reach extreme red g's in NL sim, though it's freakin' easy to get yellow g's! One of NL characteristics! ;)
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Post May 16th, 2015, 9:33 pm
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Mikey wrote:
Coasterkidmwm wrote:
That S-twist on the far turnaround is way too fast.


How would you suggest fixing this? I have already elongated the element as well as pushing back the transition point to a more roll transition neutral position. The G load only seems to impact one side, and adjusting it forward results in higher lateral Gs, while adjusting it back results in higher positive forces.

The station wont have a roof in the final version which should fix this. I found two other places where supports were causing problems.


I like a good challenge so I tinkered around with your ride. I managed to somewhat fix the far turnaround I was bitching about earlier, and in general I messed around with the whole ride to make it a bit softer around the edges since I'm sorry but your G's are nuts lol. I think I butchered the turn over the station (sorry) but otherwise I hope it stayed true to what you intended. I did manage to make that turnaround work while going a bit faster through the whole thing.


And while I'm thinking of it, you know that dispatch interval is impossible. Could you stop the train in the launch for 5 seconds or something and then launch it?
Last edited by Coasterkidmwm on May 16th, 2015, 9:46 pm, edited 1 time in total.
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Post May 16th, 2015, 9:45 pm

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^^^I don't blame you about the second issue. Wingriders are extremely hard to make because of the seating arrangement. All the transitions must be made much longer and drawn out.
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