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Worst Transition Ever

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Post October 21st, 2014, 8:10 am
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^ Hoping that's not an SLC, cause it's impossible for one to be smooth :P

Post October 21st, 2014, 8:19 am
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TTD03 it's the new SLC design with a cobra roll and zero G roll. I've heard they're decent rides and don't try to kill you. I think the primary problem with the older SLC's is that the layout creates odd surges in pacing, so the front and the back of the train are always doing something too fast/too slow. Given the length of the train and general shaping over the ride, that is what makes them so bad. The double elongated corkscrew roll things look like something no company could make smooth, and the same roll used at the top of the first two inversions looks no good as well. I've never been on an SLC though so I don't know from experience.

The new SLC design totally avoids those rolls and doesn't pace like garbage from what I've seen.
Last edited by Coasterkidmwm on October 21st, 2014, 8:27 am, edited 1 time in total.
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Post October 21st, 2014, 8:21 am
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Post October 21st, 2014, 6:22 pm
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Nuff said.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 21st, 2014, 6:28 pm

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Post October 21st, 2014, 6:42 pm

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I could carry on a perfectly normal conversation on some parts of that :D.
It's been a long time
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Post October 21st, 2014, 6:46 pm
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The hill after the loop was supposed to be a zero-g, but the park changed it to the hill so that is why it is so curved.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 21st, 2014, 7:10 pm

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geezz and i thought roller coaster tycoon has the worst transition ever.

Post October 21st, 2014, 7:17 pm
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Paradox wrote:
The hill after the loop was supposed to be a zero-g, but the park changed it to the hill so that is why it is so curved.



That ride has at least 5 clones. It's a production model, and yes it's designed that poorly.
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Post October 22nd, 2014, 6:23 am

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how can parks have slc like that they should be burned lol

Post October 22nd, 2014, 3:04 pm

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I thought it wasn't going to make it back to to the station for a second there. That pacing is diabolical haha

Post October 22nd, 2014, 3:07 pm
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Listen you can hear them scream in pain.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post October 22nd, 2014, 4:08 pm

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Bouncypip11 wrote:
...That pacing is diabolical haha


Couldn't have said it better myself :lol:


^Yeah, I heard that too. You know something is wrong when the riders are all screaming in pain; then you may have a few problems :D
It's been a long time
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Post January 28th, 2016, 10:25 am
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Maybe not the absolute worst, but Demon's transition into the corkscrews is pretty bad.
Demon_Roller_Coaster.jpg

Post January 28th, 2016, 11:09 am

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Viper SFMM - the first half of Viper is actually surprisingly awesome. Smooth, forceful, fast, fun. But the second half is atrocious per usual for Arrow. This transition especially is terrible. One of the worst I've ever ridden.
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Post January 28th, 2016, 11:20 am
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Yea that one transition on Viper was god awful, but the awesomeness of the first part makes up for it.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post January 28th, 2016, 11:21 am

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Post January 28th, 2016, 11:49 am

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Eeeek, yeah. Boy do I remember (to some degree...) the head smack against the harness that moment gave.

Off topic but related: I've literally never understood how they can do friction brakes during banking transitions. It happens after the first loop too. How does the fin line up?

Post January 28th, 2016, 11:59 am

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The fins have plenty of tolerance/give due to the fact that each of the brakes leads in and out with V shaped openings.
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4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
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Post January 28th, 2016, 1:59 pm
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Paradox wrote:
Didn't Moonsault Scramble pull over 6 G's?


Yeah I made a recreation of it in NL1 but didn't do the horrible transition right at all (I made it smooth :( ). Coincidentally in the forwards direction after it had murdered a fair bit of speed it was actually pretty well controlled with my wrong transition lol. Also the first ride over 200ft.
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Post January 29th, 2016, 10:30 am

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^ I assume that the height of that "merciless" Pretzel Loop (Knot) is around 80' according to my test run. (I have also created that model.) Well, I heard that the actual speed was 56mph, not "65.2mph or 105kph" the exaggerated value.

;)
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