Board index Roller Coaster Games Hard Hat Area The EDGE - Terrain Eurofighter

The EDGE - Terrain Eurofighter

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 December 27th, 2013, 7:29 pm

Posts: 177
Points on hand: 2,232.00 Points
Hi there!

Here is my lastest creation. This is a coaster I made for a French contest, meant to be the last one on NL1.
We got a nice template with a cliff, and a few rules:

Kingstree is a small family park located at the top of a cliff. But they want to go big. Design a coaster along that cliff in accordance with these specifications:
- The coaster shouldn't have a height difference between lowest track point and highest track point that is above 80 m
- It must feature at least 5 inversions, unless it's a wooden
- Station should be in the blue rectangle, coaster in the orange area
- In game, use Gerstlauer Eurofighter, Maurer X-car, a B&M or a wooden.
- Newton????????? authorized, not AHG
- 3Ds should be yours



After a few tries with various coaster styles, I picked the Eurofighter.
I had to choose a 1 car train because I had an idea in mind : This is a terrain coaster ; This will need a heck of a lift hill ; Why not use a ropeway instead?
As I'm also fond of ropeways, I motivated myself into this project.

One month later (the contest was lanched on November 30th), let's see how it turned out...


[the EDGE]
(awesome name, I know)

Image
The station is a block and the pre-launch is not really interesting.

Image
Here we go! The launch shoots you under the ropeway's upper station. Inside the tunnel, lies a small surprising pop of airtime.

Image
Then comes the top-hat, with a cool amount of airtime and a breathtaking view of the valley.

Image
You can see that its standing above a huge gap, thanks to the special support structure.

Image
Here's a view from below. Vertiginous...

Image
Comes the first inversion of the ride, a corkscrew/zero-g.

Image
Then the coaster twists aroung the ropeway's tower.

Image
It's a kind of cutback and, once again, it's quite high up in the air.

Image
Artistic shot of that unique combinaison between a coaster and a ropeway's tower.

Image
The first set of MCBR comes right here. But, uh oh, that quiet-looking turn ends not so well...

Image
We're droping upside-down!

Image
This is the Smiler-inspired drop, but with a S-turn at the top.

Image
That drop leads into the pretzel loop/norwegian loop.

Image
Here it is, right in front of the famous cliff.

Image
After a second set of MCBR, the coaster has a last element to offer. Isn't that what we call a twist ending? :D

Image
It's an upward heartline roll, followed by a half non-inverted loop. The funny thing is that it's the same element than the one featured on the Dive Machine in the last NL2 video update, even though we weren't aware of each other's idea! ;)

Image
The coaster part is over, but not the ride. Thanks to this transfer track, the train will be able to board into a gondola.

Image
Let's get back up here.

Image
During the trip, enjoy the scenery and take a rest after the wild ride you've been through.

Image
If the coaster is a Gerstlauer Eurofighter, the ropeway is a Doppelmayr 3S. 3S stands for 3 seils, which means 3 cables. Two of them are still and support the gondolas, and the third one moves and pulls them to the top.

Image
Here we are, back to the station.

I hope you enjoyed the ride!

I struggled making it, mostly due to the fact I do all the scenery with supports, and I had to convert everything in the CK, because the whole thing is off-grid, and I wanted to copy/paste a few elements. I use a lot of square beams, and those connect well in NL but not in the CK. So every knot has to be redone with two nodes instead of one if you want to avoid ugly gaps. Not to mention that objects with different colors has to be exported separately.

I'll not released it now, as I might do some slight last minute tweaks, but I'm glad I finished it before NL2 comes out! =)

I'll leave you with this overall shot. Click to see a larger version:

Image
Last edited by KingRCT 3 on December 29th, 2013, 9:10 am, edited 1 time in total.

Post December 27th, 2013, 7:37 pm
Goku1910 User avatar
Premium Member
Premium Member

Posts: 486
Points on hand: 2,514.00 Points
Bank: 2,212.00 Points
Location: USA

Post December 27th, 2013, 8:26 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA

Post December 28th, 2013, 5:57 pm

Posts: 2914
Points on hand: 5,657.00 Points
Bank: 0.00 Points
Really really great.
[19:34:14] RideWarriorNation: jim
[19:34:27] RideWarriorNation: can you pls change sig
[19:35:22] Jcoasters: ok
[19:35:39] RideWarriorNation: ty

Post December 30th, 2013, 2:15 am

Posts: 2317
Points on hand: 4,657.00 Points
Bank: 6,667.00 Points
Location: pennsylvania, USA
I think with the new transfer tracks this idea might work in NL2. I hope you xperiment with it and find out, when its released
What are these for?

Post December 30th, 2013, 7:28 pm

Posts: 4533
Points on hand: 3,318.00 Points
Location: Kettering, England / Northamptonshire, United Kingdom


Post December 30th, 2013, 7:29 pm

Posts: 1612
Points on hand: 2,603.00 Points
Location: Devon, UK

Post December 30th, 2013, 7:57 pm
Dirk_Ermen User avatar
True Addicts
True Addicts

Posts: 13387
Points on hand: 2,180.50 Points
Bank: 45,000.00 Points
Location: Noord-Brabant, Netherlands
Originally posted by Edge

yeah, you?


I was already wondering if you would come online just to see this [lol]
Coastercount: 1410 (I've seen the world and it's horrid contraptions... @.@)
- Wood: 142
- Steel: 1268

Post December 31st, 2013, 4:45 am

Posts: 2482
Points on hand: 209.00 Points
Bank: 311.00 Points
Location: Switzerland
You really have a sweet spot for moving tracks, huh? Anyways it looks sweet, and I hope NL2 caters towards your style of building.

Post January 2nd, 2014, 6:17 am

Posts: 177
Points on hand: 2,232.00 Points
Thanks for the kind comments guys, and glad to see you, Edge! [:p]

From what we know, NL2 only manages a few preset transfert tracks, so my ideas (that and the Arm-lift for instance) are not possible yet, nor is a free-fall track section. But that might be possible in a future, as it's something the team is working on.

Anyways, here's the POV!


Post January 2nd, 2014, 11:39 am

Posts: 937
Points on hand: 829.00 Points
Location: Leeuwarden, Netherlands

Looks great :o nice use of the terrain and interactions with the environment.

BTW, can i download that template somewhere?

Post January 2nd, 2014, 12:11 pm
Coasterkidmwm User avatar
True Addicts
True Addicts

Posts: 12283
Points on hand: 8,049.10 Points
Bank: 15,000.00 Points
Location: Illinois, USA
This reminds me of that failed suspended bendy thing Walibi Belgium or Holland tried to build. I think it was called Vertigo.

After watching your POV, why is the bottom of the pretzel loopy thing unbanked while it turns slightly? I see no reason for that., unless the hill it's on is tricking my eyes.
"Careful man, there's a beverage here!"

Post January 2nd, 2014, 2:05 pm

Posts: 177
Points on hand: 2,232.00 Points
BTW, can i download that template somewhere?

Sure, here is the trackfile:
http://www.mediafire.com/download/lws76mg76gso4u7/contest.nltrack
And the terrain texture:
http://www.mediafire.com/download/hepumxumtpwcx5z/contest.tga


This reminds me of that failed suspended bendy thing Walibi Belgium or Holland tried to build. I think it was called Vertigo.

Yup, the Vertigo was at Walibi Belgium and it was a prototype by Doppelmayr. They completely failed on this on, but when it comes to ropeways, they rock. On the market they're like what Intamin or B&M are when it comes to coasters.

The bottom of the pretzel loop is almost perfectly straight but its entrance is kinda weird (the half loop does a vertical rotation) so I guess that's what fools you. [;)]

Post January 6th, 2014, 12:44 pm

Posts: 177
Points on hand: 2,232.00 Points


Return to Hard Hat Area

 


  • Related topics
    Replies
    Views
    Last post