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Unnamed B&M Mega Coaster

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 July 18th, 2009, 1:19 pm

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Just a little track I've been working on. I didnt realize hwo jerky the transitions on the hills so I hope to fix that. I wanted it to end on a strong note so the helix at the end pulls up to 4.7Gs. ;)
I need to find the fake grass because object creator wont work on my computer for some reason so I had to use a patch of grass I got from a track.

Some specs:
243' tall
238' drop
81 mph top speed
A pretty long underground tunnel

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Post July 18th, 2009, 1:23 pm

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Wow, that actually dosen't look half-bad, but those hills in the second picture are waaaayyy too steep.

Post July 18th, 2009, 2:47 pm

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Post July 18th, 2009, 2:58 pm

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Yeah make sure none of your hills are much steeper than 55* or so. Also, your drop shaping is decent but your air hills need to be more B&M-ish.

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Post July 20th, 2009, 6:27 pm

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Hows this? The position of the vertex at the bottom of the hill is making it hard to shape it. I've been working on a station heavily based on the one for Goliath in Georgia.

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Post July 28th, 2009, 4:44 pm

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Done with the station and supports for track near the station. Some track work still needs to be done but nothing too big. I'm still loking for a name so any suggestions would be greatly appriciated.
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Post July 28th, 2009, 5:06 pm

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I hope no one is claustrophobic! (looking at the second-to-last picture)
"Don't be a disability"... yep, still keeping that. :P

Post July 28th, 2009, 5:13 pm

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Ah, it's not too tight, and those are glass panels. But I'll see how it looks with a little more space.
Btw, if you look at the queue, you can see some REALLY tight spaces >.<

Post July 28th, 2009, 5:46 pm

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I think it looks awesome, I love B&M hypers. :)
I hope the G's aren't too high on that 720* helix, long helixes tend to blackout alot of people.

Post July 28th, 2009, 6:01 pm

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It shouldn't be too big a deal. The train goes through it pretty fast the the Gs are usually about 4.7. And that's only for a second.
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Post July 28th, 2009, 8:50 pm

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Woah! Is that 1.6 latergal Gs I see?
Oh, were you expecting something here?

Post July 28th, 2009, 9:15 pm

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Originally posted by rcking04

Woah! Is that 1.6 latergal Gs I see?


couldn't be its a b&m hyper. if the hyper is well designed, that lateral spike would not be there... that is a HUGE downrate imo

Post July 28th, 2009, 9:17 pm

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Yeahhhh :/
I've still got some stuff to fix
I'll address that asap

Post July 29th, 2009, 12:53 am
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I agree on the downrate, but I will add to it. I don't think B&M has ever gone above 4.5 G's. Is they have, plz tell me, but 1.6 lats, wow. fix that
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post July 29th, 2009, 2:49 am

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I've put the track though AHG several times now and for the most part all the Gs have been fixed. No more 4 G helix, it's down to about 3.8. So it shouldn't be too long before I can call the track complete.
Question: Does anyone think the first drop is too steep?

Post July 29th, 2009, 10:04 am

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It looks okay. Its pushing the limits. What is it like 75 degrees? I personally like steep drops with good air, so as long as you have nice air I have no complaints.

Post July 29th, 2009, 11:41 am

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If your are trying to make a realstic B&M Mega Coaster, the hills should be 55-56 degrees or lower. The hills that you have built are misshaped and way too steep. I would downrate on that personally because it does not have the correct shaping. If ejector airtime is what you are after make the hills lower in height to get the desired ejector. Hope this helps.

ArapahoeGOALIE07

Post July 29th, 2009, 11:52 am

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I think the drop is fine the way it is.
Just keep scrolling...

Post July 30th, 2009, 1:41 pm

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I made the hills less steep and compared them to the original ones and WOW! The airtime is MUCH better. How high should my negative Gs be? I don't want to go over board with these.

Post July 30th, 2009, 1:50 pm

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Negative G's on B&M hypercoasters are generally in the -.2 to -.4 range, down to -.8 or so on the extreme ends of the trains. The new ones are stronger, though, but not by much.
And I was just about to compliment you on the drop shaping, when you asked about it! I think it looks great. IMO it's the best hand-made B&M hyper drop I've seen in screenshots.

Post July 30th, 2009, 2:30 pm

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Thank you very much! On the original hills, the Gs weren't that extreme. Somewhat in the range you gave. But the less steep hills are solid -1.1 Gs in the front seat. Some of the hills give -1.1 for the front and not as much for the back and some of the hills do the exact opposite. Here are some pics of both versions. Should I stick to the original hills?
(The hill right after the MCBR looks weird only because it is curved)

ORIGINAL HILLS:
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LESS STEEP HILLS:
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Post August 1st, 2009, 6:25 pm

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there should at least be 5 vertices per camelback. have one and the shaping is off. have two and there are two woodie-like jerks. have three and you can get the shaping right, but you still have the jerks. 4 is a good count for intamin-like hills. With 5 you can make parabolic B&M style hills. :D

Post August 1st, 2009, 6:42 pm

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Everything just looks bad bad bad bad.

You need to start using more control nodes.

Post August 1st, 2009, 9:44 pm

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well, I wouldn't really say BAD, but it definitely is not very professional. USE MORE NODES. [/advice]

Post August 6th, 2009, 3:01 pm

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