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Strata Project Thread 6/20 Update

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 November 9th, 2016, 8:27 pm

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Hey all. I'm working on a ton of rides at the moment. I've completed track for a "B&M Portfolio Park." So, basically (I think) 6 different B&Ms in a park. Working on supporting them and tying them together into a type of "park." I have the itch to do more tracking, so I'm starting an Intamin Portfolio Park as well. Just finished up a Blitz track that's definitely too long, and now I'm working on the environment surrounding the park's staple, a mega launcher. Here's what I got of that. I'll add some pics and videos of the others later. Just to list them out:

B&M Park:
Invert
Flyer
Hyper
Floorless
Wing
DM

Intamin Park:
Blitz
Mega-Lawnchair
woodie?
etc.

On-Ride Mega Launch:


Added some supports:

screenshot-2016-11-10-01-41-59.png

screenshot-2016-11-10-01-42-23.png



I'm happy with the mega's layout. I incorporated something I'd consider as a decreasing radius hill. Basically an air-hill that feels like a big first drop. The remainder of the ride, I tried to merge old intamin design with new. Some smooth, slow roll rates add lot of grandeur to the ride, similar to MF and giga's like it, but also add some new inta-wackiness into the mix. I think it works well

Pics:
screenshot-2016-11-09-20-01-25.png

screenshot-2016-11-09-20-01-36.png

screenshot-2016-11-09-20-01-48.png

screenshot-2016-11-09-20-02-00.png

screenshot-2016-11-09-20-02-36.png

screenshot-2016-11-09-20-02-45.png

screenshot-2016-11-09-20-02-58.png


Some from B&M park:

screenshot-2016-10-31-23-45-06.png

screenshot-2016-10-31-23-45-17.png
Last edited by strata force on June 20th, 2017, 3:14 pm, edited 10 times in total.


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^ Looks fantastic! Not only are you showing how you've improved the layout so far, but you even show us the real-time g-force stats. Yeah, those g's are in check!

:D Keep on! :D
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Make sure the tops of your dive loops and immelmans aren't stretched out too much. It's a common mistake.
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Is it something you noticed or might believe due to on-ride footage?


Here's side shots:
screenshot-2016-11-10-02-46-36.png

screenshot-2016-11-16-01-44-13.png

screenshot-2016-11-16-01-44-40.png

screenshot-2016-11-16-01-44-59.png



I think you may be onto something with the floorless. But I do like the way it rides so I don't have interest in changing it. It's a steep exit with a quicker roll rate. I think its progressive and exciting for a possible new B&M.

But the invert and wing coaster feel/look right to me.


Edit:
Here are the rest of the WIP B&Ms




supports are horrible on DM. Will be changed.


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It's really fun to see your trackwork with the force stats shown on the upper left. :D
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Hard at work on an RMC! It'll probably be left unfinished like everything else I do, but it is exciting to design!

https://www.youtube.com/watch?v=SsAf1S2 ... e=youtu.be
Attachments
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Meh, I think that one gets scrapped. Too long, had speed-loss issues and some shaping issues. Layout wasn't tight enough.

Here's my revision:
https://www.youtube.com/watch?v=B6utePY ... e=youtu.be
Attachments
screenshot-2017-01-24-03-16-22.png
screenshot-2017-01-24-03-16-41.png
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Well at least, I can see that you're making great efforts on the trackwork! :D
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^Thank you

I'm working on a previous unfinished ride, now dubbed Kalessin:

All of the ride features long transitions. I wanted them to appear very graceful, but still intense, with large focus on speed; akin to millennium force. I wanted the first element to give the rider a sense of flight, without all the intensity of a fast top hat. Going through the large roll takes some time, and was designed to look beautiful on and off ride. I spent a lot of time trying to get the non-inverting loop very accurate. If you're also noticing an oddly shaped hill: the first major air hill is designed to act sort of like a fast, tall lift hill would if you were sitting in the last row of a coaster's train. I wanted to design it so the overall airtime forces carried from the beginning to the hill and to slowly increase by the end of it, resulting in a decreasing radius hill with a near vertical drop. One of the things I miss most on launched coasters is a steep, long drop, so by adding this, I figured its both an intense and fulfilling design solution. I spent a good amount of time designing the track for this ride to the point where I feel it is an accurate representation of the Intamin style, with my own flair sorted in.

I've done just about all the supports. Just need to do the structures for the non-inverting loop and the large initial inversion. So I still have that to do, besides some basic scenery and setting up the environment to my liking. Props @ Codemaster for the LSM pack/trains!

Here's a new video w/out headshake to see the transitions in the track. I left the readouts open, again:



Here's some new teasers:
Image
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Image

Thanks for looking, feeback is helpful and appreciated.

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It seems a little drawn out at the beginning (transitions in banking aren't fast enough), otherwise it seems decent aside from whatever the hell happened right before the brakes. It looks like you wanted to add a small set of brakes before the main brakes or something, I have no idea.

Other than that make sure the G's on the vertical drop don't kill people.
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Lulz, the front car doesn't go higher than -.7gs thru the big air hill, last time I checked back car, it touched on -1g for a quick second as the train whipped over the top. I've never considered that too bad, but maybe that's overdoing it. Thanks though. I definitely want to, after finishing this one, design another one with a tighter layout. The finish of this ride makes me smile, but I do realize it's really drawn out in areas where it could be a lot more concise, especially if I want to consider this a modernly designed intamin hyper, of sorts.

I've fixed the transition into the FBR. I went back and remodeled before supporting. I had initially eff'd it up. The ride is FVD'd (Newton2) and I went back and attempted to hand modeled the short section before FBR. It was bad and made me sad.

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Woah, I just stumbled across this project of yours and I must say I am quite impressed.

I do agree with Coaster Kid on how the first half is pretty spread out however, I think you make it work. I am anxious to see how it looks when it is completed. Keep it up!
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Cool ride - definitely feels like Millennium Force. The last inversions feel a little out of place but otherwise seems okay to me. Those G's seem alright too - within the realms of possibility in my opinion.
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^^,^ Thanks for the feedback!

Here's the latest update. I did a big megastructure for the XL 0G/turnaround. Just need to support the other half of the non-inverting loop and add flanges/correctly spaced track connections. I need to start searching for better skybox images to put in, too.

Image
Image


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Update 2/6/17

Finished all support structures, finalized terrain. Now all that's left is doing night-lights, paths and buildings. Test video coming soon. Enjoy some saucy dusk screenies:

Image
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Test video. only some lighting is done:
https://www.youtube.com/watch?v=KqIbWZghGsg&t=13s

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^ Lightning?! Coasters are dangerous when it thunders! :lol:
-- I was happy to be with NL1 - [:')] --


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lol, thanks Herman116

More lights on supports, more interactive light moments. Added queue. More to come in coming days and week.

Video Update: https://youtu.be/raxhrJy7tSQ
Image

Edit: Also, Kalessin is the staple ride/beginning of a medium sized park. Working on a smallish (140ft) 6-wide DM to be placed in there as well.
https://youtu.be/5Vv1llWJ5-A
Image


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Kalessin is in the exchange, mostly polished. I was inspired the other day and started design work on an intamin switch track model, akin to Soaring With Dragons.

Try out Kalessin, then check out these pics and POV. I'm looking for feedback on layout before proceeding further:

Image
Image
Image
Image
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Image


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The inclined loop is a bit odd (midway through the layout, it's hard to tell with no ground or supports for bearings) but otherwise I like it.
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It is actually a diveloop, but it has a slight direction change at the very end of it, maybe causing it to look like an inclined loop. Thanks for the feedback though. I ended up sending to a friend to test, who convinced me to revise the finale. I reshaped the stengel dive, and made a kind of hang-time half/horseshoe roll into a very full helix finale. I have a new POV with closed circuit and with the correct launch acceleration. It'd be pretty fun in first row, getting the hangtime while reaching full speed. I plan on making the back spike stall the train for a split second, like the old intamin impulses did (V2), but I'm already having a hard enough time trying to undestand how to script this for it to automatically run. Anyhow, here are the updated videos and screenshots:

Image
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POV:



Feedback is much appreciated!

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Looks like a fun ride with a nice constant speed. Only feedback that I have is that normally the train should stop while the switch is moving but I think you're still working on that part. ;)


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Yeah I still haven't taken the time to figure out how scripting works, Thanks for feedback!

Small update, did supports for the back spike:
Image
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still gotta play around with flanges a bit, but I think it looks legit. I decided to keep it all spine colored, think it looks cool since that part of the ride is so bizarre already.

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Yeah, ultra picky but I would definitely alter the flanges on the 6-way connection (and the large beam flanges too). Probably keep the horizontal beam as one section rather than 3.
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