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Cedar Point Recreation

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Post August 25th, 2015, 9:22 pm
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While that may be, the track could still very well be designed with a heartline in mind. Just because track doesn't bank around the heartline doesn't mean that it isn't there. There may be forces being applied to the train via the track and momentum that cause it to take the shape it does (AKA a rollercoaster layout) but that doesn't mean in any way, shape, or form that it's not heartlined. In a case such as the one of Arrow Dynamics coasters, no, there isn't a heartline for parts of the coaster (turns) while there is for other parts (loops usually), however, the parts that aren't are BEYOND easy to see whereas this has raised a debate, leading me to believe that it is completely heatlined. You have to realize that unlike Arrow suspended coasters, B&M cars are not free-swinging and as such, if they want any swinging motion, they have to simulate it themselves. Now, in order to have a smooth transition, especially one between two opposing turns as they were (one clockwise, one counter clockwise)(F@cking right-left for god's sake) a swing is preferable as:
1: it's fun as F@ck
2: it's a smooth way to transition
So why wouldn't they use it? Now to get to the point, when you swing from one side to the other, if you want to make the swing wider, the heartline will be more s-shaped, while the track will maintain a straighter geometry. If you were to rotate exactly around the heartline of an inverted coaster while it traveled straight (no swinging, only rotation), the track would be odd shaped and the transitions wouldn't flow. Remember that forces on an inverted coaster mostly face away from the track rather than towards it like those of a non-inverted coaster.
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Post August 26th, 2015, 12:46 am
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To me your first instance has a clear heartline too, just it pulls in to and out of the turns much earlier so the transition is much shorter and gives the "swinging" effect Meta is talking about?
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Post August 26th, 2015, 6:43 am
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The Google Map views are subject to some error because you're photographing a curved surface at an angle and representing it as flat. Where ever they line up the images, the edges are subject to more error than the middle of each picture. I wouldn't take the Google Maps images as a gospel.
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Post August 26th, 2015, 7:20 am

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^Agreed. They're not good at all. Saying one section of track on Raptor doesn't have a heartline because of the Google map projection is pretty bold. I would either use a blueprint and strict accuracy or the Google map image as a guideline. Also (this goes for everyone) compare side-by-side POVs of your ride and a real POV video if you have two monitors. It's tough to get the timing exactly right but you can notice major differences in your design if you do this.

Post August 28th, 2015, 7:48 pm

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Well look who decided to stop by and say hi... I've been expecting you, Raptor. ;)

Image

Cya next update!

~Toilet

Post August 28th, 2015, 8:16 pm
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Looks good so far!
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Post August 28th, 2015, 8:39 pm
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toiletalker26 wrote:
Well look who decided to stop by and say hi... I've been expecting you, Raptor. ;)

[img]http://i.imgur.com/vePvgeC.png[/imsg]

Cya next update!

~Toilet

Looking solid!

Post August 29th, 2015, 4:47 am

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Props to other coasters, too - Gatekeeper and a park classic "Blue Streak" you can see in this photo! :D
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Post September 11th, 2015, 9:19 pm

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Post September 12th, 2015, 7:54 am
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Looks frigging excellent. I'll get you some screenies of actual progress in a day or two.
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Post September 12th, 2015, 9:00 am

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^^ This close-up photo of Maverick should always represent this thread! Here is a beautifully twisted element plus we can spot high details of flanges and supports! I call this image wallpaper-worthy!

:D
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Post September 12th, 2015, 10:14 am

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Post September 12th, 2015, 10:49 am
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Imagine if CP went to B&M for Maverick instead of Intamin.
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Post September 12th, 2015, 11:04 am

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^B&M honestly wouldn't be able to come anywhere near Maverick's level of intensity
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Post September 15th, 2015, 10:56 am
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Looking really good guys. I had to do a double take on the close up of Maverick!
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Post September 22nd, 2015, 12:11 pm

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Post October 3rd, 2015, 8:54 pm
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I hope I'm not over-stepping my boundaries by posting this instead of Toiletalker26 doing it since he's in charge but I haven't seen this thread get much activity in awhile.
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Post October 3rd, 2015, 9:00 pm

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^ That shaping looks on point! Good job! Idk if this was discussed earlier in the thread but, are you guys not doing the Rougarou transformation of Mantis?
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Post October 3rd, 2015, 9:12 pm
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Basically I'm going to make Mantis spot on because I know it well, and then switch out the colors/brakes/trains/'location of 3 things in the station' and it'll be a Rougarou recreation. Rougarou is just new paint and trains with a major rehab attached. Track and supports didn't change.
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Post October 5th, 2015, 1:53 pm

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You're not over-stepping your boundaries, Coasterkidmwm. Looks very good so far! :)

Post October 5th, 2015, 1:54 pm
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Post October 6th, 2015, 9:58 pm
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Image

I need to acquire a better texture for the "gravel" section.
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Post October 7th, 2015, 2:34 pm

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Post October 8th, 2015, 5:35 am
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Looks great CKMW, out of interest (applies to entire project) how are you intending to sew all the track designs together terrain wise? Can you import parts of a terrain - I'm not a a NL computer but I keep meaning to ask.
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Post October 9th, 2015, 4:21 pm
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No idea how that's going to happen lol.

Here's the same screenshot as earlier just with way more supports:

Image
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