Hey guys, I've been working on this coaster for a while now, and I felt it was time to bring it to CoasterCrazy!
Here's the "what's what" on Project M.
The Beginning
So, we can see that the turnaround after the station is typical for all 4D coasters, except you'll notice that this one is a solid 180* turn, as apposed to the higher angles of the existing 4D coasters. This was done in order to create room for the launch "runway", allowing it to be sufficiently long without colliding with the brake run. Following our initial turn, we have a pre-launch staging brake, This staging brake serves no mechanical purpose on the ride, seeing as there is no catch car to wait for. The brake is purely to build tension.
The Launch
The launch is a standard LIM launch, which may or may not be mechanically accurate or feasible. Personally, I have a very limited knowledge of how systems like this work. As TheCodeMaster pointed out, the weight of the trains may very well be a significant factor in whether or not a launch like this is possible. However, because I don't know for sure, let's just say this is possible. This project is more about the concept than execution.
The M
So, why is this Project "M"? Hopefully this illustration of the coaster's apex can help me explain. Replacing the traditional lift, you'll find a steep, almost vertical ascent to the ride's peak. Again, mimicking the style of existing coasters, you can see that the ascent to the highest point is very similar to the drop, but with some minor changes. Luckily, I've managed to keep all of the g-forces in check, and everything works relatively smoothly (it is a 4D, though). When the right reaches the apex, it slows down to a tolerable speed, only a few mph faster than the top of X2's lift. From here, we experience a drop sequence identical to that of X2, seat rotations and all. It's a formula too perfect to be tampered with.
The Raven Turns
Once again, we see a striking resemblance to X2. However, you'll notice a major difference in the shaping of the Inside Raven Turn. You'll notice that rather than a half-loop shape like X2, it has a shape closer to that of Eejanaika. This is just because after some messing around, I've found that the forces appear to be much more enjoyable (but also safe) with this shape. The exit and subsequent drop returns to X2 styling. The supports are also reminiscent of X2. Now you may be asking, why are the supports of the turn the same, if the shaping is different? This is because although changes have been made, they are relatively minor in appearance, and I've made changes to the supports appropriately.
The Inside Raven turn looks much more like what we see on X2, with similar support structures and shaping. It rides as you'd guess it would. The tunnel may have the top shaved off of it, but that's a theming choice. I'll talk about that later.
The Camelback
This section of the ride is very similar (seat rotations and all) to X2. Very few significant changes to the structure and shaping.
Swooping Turn
I'm still ironing out some shaping details here, it's a little tricky here. You'll notice immediately that this turn has a much small radius than X2's similar element. This is simply because of the space I'm working with. The trains navigate the turn with enough speed, and this turn offers a nice opportunity to catch their breath before diving back into the abyss. Support structures once again are mimicking X2, I'm no structural engineer.
Theming Options
I'm not really ready to go in-depth on theming quite yet, but yes, there will be audio.
Flanging
Today, I finished flanging the ride.
OH MY GOD. Talk about a mess. Placing the flanges for this ride was one of the most tedious things I've ever had to do in NoLimits, 2nd only to Destroid's scenery. With all of the crossbeams and bizarre connections that the support structures have, you can understand how many flanges needed to be placed. However, now that the process is done, I think it turned out pretty nicely!
Supports
Thanks to The_Architect and viking86, the supporting issue has been fixed! Thanks, guys! While I know it's not terrible if supports go through buildings, this particular support interfered with the storage track. If a train were to be fully loaded into the maintenance bay, it would have to collide with the support. Not to mention it just looks much cleaner without the collision! With that, it's safe to say the supports are 99% done! The only reason I say 99 and not 100 is because I'm sure as this project continues I'll find more issues that have to be fixed. Until then, stay tuned!
That's about it for the in-depth update, but it's worth mentioning that I've officially started developing a theme! I think you'll all get a kick out of it.
Glamour Shots
And for the part where I try and make this guy look good.
Closing
I'd say that just about wraps it up for this update! I hope I was able to show you guys some of the thoughts behind my actions, and I can't wait to hear what you guys have to say! All criticism will be taken into consideration, of course.