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Serpens- B&M Hyper (Updated 11/9)

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 October 5th, 2012, 10:32 pm

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So I finally got around starting a new project (AP World is a pain in the butt) and I have no idea what it is. Other than that it is mostly a somewhat compact hyper.

Screenshots iz good.





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This turn just looks wrong. Can't seem to figure out why. But that's what the forum here is for.

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Last edited by richie5126 on November 9th, 2012, 11:38 pm, edited 1 time in total.

Post October 6th, 2012, 9:46 am

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I like the idea of a somewhat compact hyper. I like compact designs. As for the turn, it looks like the forces might be sustained for a pretty lengthy time. What are the G's like?

Post October 6th, 2012, 11:22 am

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^Pulls an average of 1.5 gs for about 5 seconds. The main issue I'm having with it is that the shaping doesn't seem quite right for some odd reason.

Post October 6th, 2012, 11:28 am

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Originally posted by richie5126

^Pulls an average of 1.5 gs for about 5 seconds.

I think that seems a bit tame and monotone. I would try to vary the forces a bit more.
So is this built with Newton, hand-built, or a third option?

Post October 6th, 2012, 12:20 pm

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I'm going for a bit more accuracy to B&M and weakening tall helices. I plan to have some higher forces in the turn that follows.

And I am handbuilding this. Because one mistake in Newton means the redoing of 15 other time zones. Just doesn't quite suit my tastes.

Post October 6th, 2012, 12:26 pm

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it needs to have a change in radius. the top should be much tighter than the bottom, kind of like Shambala's turn around. This is why it looks weird
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Post October 6th, 2012, 12:27 pm
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I think the turn looks odd because it doesn't pull back in like your average B&M. Looks to me like you've kept quite low G's throughout the turn and its meant it is easing away as the train gathers speed.
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Post October 6th, 2012, 3:51 pm

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So it would be something like this?...

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Post October 6th, 2012, 8:51 pm

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*Looks at the second image*
7 mph?! Even if it's pulling a decent amount of G's at that part, I think that is still way too slow for the high point of an element. It looks too big and elongated, but the shaping is better, at least. Shrink it down some.

Post October 6th, 2012, 9:05 pm

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that's the lift speed. it actually pulls around 2.6 gs around where the train is at 50 mph, with the new shaping. the 1.1 g is probably the train going into the lift...

Post October 6th, 2012, 9:12 pm

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Originally posted by richie5126

that's the lift speed. it actually pulls around 2.6 gs around where the train is at 50 mph, with the new shaping. the 1.1 g is probably the train going into the lift...

My bad.

Post October 7th, 2012, 8:44 pm

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here's a bit of an update.



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As you can see, I started a bit of scenery. Always good to get good ideas down before they disappear. Also, you can see a glimpse of cartexture 1.0.

Post October 8th, 2012, 8:55 am

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Looks like the right amount of G's for this coaster type. Is there some kind of banked turn right after that pop of airtime? Cause it looks like there should be given that it's highly banked and pitched downward at such a shallow angle. I am looking at the correct train's statistics this time, right?
Just curious, what is that 3DS you have there? (Scenery object, NOT Nintendo hand held device).

Post October 8th, 2012, 9:13 am

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Looks pretty cool, that element reminds me of Leviathan.
And holy crap, that's a LOT of speed. [:O] Makes sense to put the element early in the ride, so that it actually works like it's supposed to.
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Post October 8th, 2012, 2:04 pm

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I like it, but on first pic, B&M normally nearly never connects two supports (exception is Silver Star because of the car park). The rest looks very cool though.
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Post October 8th, 2012, 6:08 pm

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Originally posted by SkyArrow

Looks like the right amount of G's for this coaster type. Is there some kind of banked turn right after that pop of airtime? Cause it looks like there should be given that it's highly banked and pitched downward at such a shallow angle. I am looking at the correct train's statistics this time, right?
Just curious, what is that 3DS you have there? (Scenery object, NOT Nintendo hand held device).


Yeah, there's a very tight turn after the dip to compensate for the negatives on the hill. Something like 3.6 gs and 1.1 lats. And to complement the theme a bit, I threw in some Mediterranean architecture inscribed with "Draconi Surgit."

Originally posted by S4mumu
I like it, but on first pic, B&M normally nearly never connects two supports (exception is Silver Star because of the car park). The rest looks very cool though.


The supports are connected because there's going to be a large airtime hill passing under the lift. You can see a bit of it in the same screenshot.

Post October 13th, 2012, 11:39 am

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Here's a large update on the progression of the ride.

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Took me three days to get that hill right, without pushing the gs over the line.

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Another hammerhead, with a bit of a different entry/exit.

Post October 13th, 2012, 12:04 pm

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Originally posted by richie5126

Here's a large update on the progression of the ride.

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Took me three days to get that hill right, without pushing the gs over the line.

I don't think I like the thin horizontal support beams connecting the vertical supports (the ones underneath the airtime hill, I mean), and the large diagonal one at the end doesn't look like it would be necessary, nor does it look very appealing. In general, you should try not to over support B&M's.
Other than that, I suppose it looks fine, altho I can't help thinking the supports on the airtime hill might look better if the diagonal beams were higher up, especially that middle one under the apex. I like the look of the lift hill, how you added the metal bars that would support those nets for catching loose change. Adds a touch of realism.
Not really sure what to say about the second screen, maybe someone more experienced can comment, but it looks fine to me, at least.

Post October 20th, 2012, 4:18 pm

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^Thanks. Got rid of the support beams.

And, the circuit is complete. Now in the stages of refining smoothness and shaping in the weird sections like the hammerhead and such.

I luv teh helices.

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I created a conceptual tunnel thing to amplify the sound of the train and create a couple areas of shade. It also helped a little with judging clearance while sculpting.

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And the final hill into the home brakes.

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Post October 20th, 2012, 4:30 pm

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This is looking nice. But you need to work on the colors. Green track, faded green train, and dark green supports just looks bad in my opinion. One of those colors has to change. Maybe a dark green track with some other color for the supports. Add a little contrast because the green everything doesn't work for me. Also if you scaled that tunnel object down to where it becomes a legit head-chopper that would really add to the experience.

Post October 21st, 2012, 2:44 pm

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I could be totally wrong here, but I'd thicken up the main support columns.
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Post October 21st, 2012, 3:54 pm

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Originally posted by SupraSix

This is looking nice. But you need to work on the colors. Green track, faded green train, and dark green supports just looks bad in my opinion. One of those colors has to change. Maybe a dark green track with some other color for the supports. Add a little contrast because the green everything doesn't work for me. Also if you scaled that tunnel object down to where it becomes a legit head-chopper that would really add to the experience.

Should I go for the generic "bright track neutral support" color scheme then?

Post October 21st, 2012, 7:21 pm

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I think it looks good... the colors. And the layout. Me like.

Post November 9th, 2012, 10:36 pm

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Three-day weekend freeing up a bit of time. Here's a small update on supporting in the hammerhead. And a bit of 3ds.


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I also found the color-neutral color scheme unappealing.
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But I'm not entirely pleased with the existing colors either.


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