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2005 Match-up Contest (Round 2) - RESULTS pg20

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Post April 24th, 2005, 4:14 pm
ish User avatar

Posts: 616
Points on hand: 1,239.00 Points
Location: Germany

do like I do when I get stuck...eat something.
that helps me.
and i'm sure it will help you, too.lol.

Post April 24th, 2005, 5:32 pm

Posts: 2171
Points on hand: 1,469.00 Points
Location: La Verne, CA, USA
1 - 16. still competing...
17. SFMM Homie
18. Angry_Gumball
19. mkingy
20. Wishmaster
21. e-man
22. hyyyper
23 (tie). minicoopertx
23 (tie). PumpMeUp
25. helis1
26. harvesterofyoursorrow
27. Sir Coastalot
28 (tie). RCT-3-Crazy
28 (tie). that one kid
30. weasle
31. bigman
32. daan1990
33. The Edge
33. IntaminFan397
33. Gsus
33. Matt
33. Tarski
33. rocketboy711
33. ashhew1985
33. Brtnboarder495
33. Android
33. lpth5
33. Bino Maus
33. TomDragster

UGHHH, Im 17th. lol.

Post April 24th, 2005, 5:36 pm

Posts: 47
Points on hand: 3,732.00 Points
Location: dallas, TX

WOAH! poop! Can the coaster contain no more than 6 cars? Mine has 7! I mean, maybe then my coaster could be better, but it would still require a lot of reworking to maintain the just below dangerous g's I have on this. Also, how would a person make "good use of terrain" when you can't lower or raise it more than 20 ft?

Actually, I have a plan for the terrain (I aint tellin!) and I tested it with six trains and WHAMMO! Problem solved! The g's are ok, the pace is even better, but there are some high lats (too high for even a woodie!) but still...I'm going to need a lot more time to perfect this.

Post April 24th, 2005, 5:39 pm

Posts: 1674
Points on hand: 4,378.00 Points
Location: IA, USA

those are extra points, so basically, if you can raise the terrain on both sides by like 15 feet, then you can tunnel through it or something like that, i dont know. and btw, good luck.

Post April 24th, 2005, 7:03 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Oops... sotty about that, it was left over from the last round. It has been changed to "Inventive track layouts"

Post April 24th, 2005, 7:18 pm

Posts: 5626
Points on hand: 5,993.00 Points
Location: Millbrook, Alabama, USA

Originally posted by jpecool

ive never seen one of busters woodies ever so cannot say.

Not that I am advertising ... but:

http://www.coastersims.com/member.asp?id=4021

To be blunt -- he is the man. Not too mention he is one of the folks responsible for writing the Swiss Army Knife formula for Elementary.

Image Insert:
Image
23.7 KB

Get it? LOL Tools allowed or not in this, if you are programming and manipulating NL like this, it is obvious you can design like a banshee, eh???

Post April 25th, 2005, 12:04 pm

Posts: 3000
Points on hand: 3,283.00 Points
Location: Lincoln, United Kingdom

Yeah i knew Buster has done alot, and that he was a gtreat designer but i ahve never ridden one of his woodies. And TK i cant see what you linked too because im not a member, you have to be over 18 and im not joining that site anyway until i feel im a good enough designer. Like i wasnt gonna join this site until i thought i was an okay designer, but i did. lol.

I have never used any tools apart from the autoflanger. I dont like the idea of chaging part of my track if its not my own work. Im not gonna start a Tools argument or anything, but i dont think i will be using any tool that effects track any time soon. And if i do use a track altering tool (*even if it affects the track only slightly) i probably wouldnt upload it.

Although TJ now you have me wondering what i could do if i did use tools!!! lol. Damn you!!!!! [lol] It would be interesting. Maybe after this contest i will make a ride with tools, but i wont upload it. Just to see the result.

Post April 25th, 2005, 2:27 pm
Dirk_Ermen User avatar
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Posts: 13387
Points on hand: 2,180.50 Points
Bank: 45,000.00 Points
Location: Noord-Brabant, Netherlands
my construction of the ride started off pretty slow... But now it's an lateral and airtime filled machine, one question, can we have a load and unload station?

Post April 25th, 2005, 2:41 pm

Posts: 286
Points on hand: 3,503.00 Points
That's a good question. I too was having the idea of using two stations for this.

Right now I'm only building the ride in my head (not a single vertex placed yet), but I think I'll come with something nice.

One thing I wonder about is this: What makes a CCI a CCI? I have no clue about the "styles", so... uhm

Does this have anything to do with straight parts before and after hillcrests?

Buster.

Post April 25th, 2005, 2:49 pm

Posts: 3000
Points on hand: 3,283.00 Points
Location: Lincoln, United Kingdom

yeah i was wondering that too buster. CCIs also have some straight transitions i have noticed. I included some of them on my ride.

Post April 25th, 2005, 3:22 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

I never that CCI's techniques are the law. I just said that it needed to have the insane airtime, lateral g's, and furious pacing of a CCI coaster. You can use whatever building techniques you want.

About the stations... the general rule is if I don't mention it in the rules, you can assume that it is legal. In this case, you can use as many stations as you want... as long as it is realistic and still only uses one lift hill, that is.

Post April 25th, 2005, 3:28 pm
Dirk_Ermen User avatar
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Posts: 13387
Points on hand: 2,180.50 Points
Bank: 45,000.00 Points
Location: Noord-Brabant, Netherlands
also i guess as long it is in the square [:D] Thanks for the quick answer, now i don't have to change my layout [:)]

Post April 25th, 2005, 3:44 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Here is the new wording in the rules... "All station buildings must be contained within the area marked with an 'X'."

So make sure your second station is within the x.

Post April 25th, 2005, 3:51 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

Originally posted by jpecool

yeah i was wondering that too buster. CCIs also have some straight transitions i have noticed. I included some of them on my ride.

Yeah, in fact CCIs use straight sections for mostly everything. Hills, banking, they really only don't use straight sections for small elements, or for a certain feel their trying to capture. Shivering Timbers' hills are like ramps, mostly every hill has long straight sections on them. Their more recent coasters though have lead ins to most of the turns and have fewer straight sections (ie New Mexico Rattler).

Post April 25th, 2005, 3:54 pm

Posts: 3000
Points on hand: 3,283.00 Points
Location: Lincoln, United Kingdom

Okay, thanks for that Intamin fan. I have included 5 CCI like transitions to give it a bit of a CCI feel. The rest are just normal, and my hills are normal. I have 1 ramp like hill, thats all. Im not sure if i like this CCi effect or not. It makes it seem a little bit jolty, i dont know if thats just my smoothing skills letting me down though.

Post April 25th, 2005, 4:09 pm
Dirk_Ermen User avatar
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Posts: 13387
Points on hand: 2,180.50 Points
Bank: 45,000.00 Points
Location: Noord-Brabant, Netherlands
i've just noticed that my vancation of a few days falls in the contest days, luckily if i'm quick enough i can finish my entry before 30th april. I'm then back again around 8 may, just when the 3th round of the contest will start [:)] Luckily no 'big' period falls away for me.

Post April 25th, 2005, 4:20 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

Originally posted by jpecool

I have 1 ramp like hill, thats all. Im not sure if i like this CCi effect or not. It makes it seem a little bit jolty, i dont know if thats just my smoothing skills letting me down though.

That's fine, tons of CCI's hills have jerks entering and exiting the straight sections. I like them because when you reach the parabola of the hill you get shot up in your seat unexpectedly because of the straight section....it makes the airtime feel more sudden and intense. Timber Terror is crazy with the straight sections, theres amazing airtime on every hill and those straights just make the airtime feel so much wilder (It has buzzbars BTW, so yeah that airtime is love crazy).

Post April 25th, 2005, 8:00 pm

Posts: 286
Points on hand: 3,503.00 Points
" insane airtime, lateral g's, and furious pacing"

ok, I can do that. :)

Buster.

Post April 25th, 2005, 9:12 pm

Posts: 5626
Points on hand: 5,993.00 Points
Location: Millbrook, Alabama, USA

Originally posted by Buster

" insane airtime, lateral g's, and furious pacing"

ok, I can do that. :)

Buster.
[lol] I rest my case ...

Post April 25th, 2005, 9:19 pm

Posts: 688
Points on hand: 4,164.00 Points
Hey CJD, what is the highest g-forces can get (esp. lateral) before you start taking off?

Post April 25th, 2005, 9:50 pm

Posts: 918
Points on hand: 905.00 Points
Location: St. Louis, MO, USA

I'd like to know what some good guidlines are for negative-vertical and lateral g-forces are. I have some air that reaches 1.4 and a lat that reaches 1.8 or 1.7 Are these acceptable?

Post April 25th, 2005, 10:09 pm
Brtnboarder495 Premium Member
Premium Member

Posts: 2511
Points on hand: 5,367.00 Points
Well by the official ATSM standards, the air seems a biiiiiiit excessive, try to chop it down to -1.3, and even then it can not be sustained very long, especially on woddies, because they jump around, which could result in random variables of airtime, hence why they have a lower cap. The lats are fine, although they shoud'nt be sustained at all.

Post April 25th, 2005, 10:16 pm

Posts: 688
Points on hand: 4,164.00 Points

Post April 25th, 2005, 10:24 pm

Posts: 1674
Points on hand: 4,378.00 Points
Location: IA, USA

well, those do have exceptions, SFMM's Colossus use to pull -2 vertical g's until they got new trains and added in trims in the ride.

real shame someone had to fall out, oh well, -1.5 verts was still fun.

Post April 26th, 2005, 6:05 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Points will be taken off for any yellow vertical g's, and lateral g's of more than 1.7. Airtime can be briefly around -1.4 for a quick ejector effect, but if it is sustained for a couple seconds try to keep it lower than -1. All of these limits are very linient, so anything higher would really be pushing it.

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