Board index Roller Coaster Games Hard Hat Area Yet to be named B&M invert

Yet to be named B&M invert

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 May 19th, 2011, 10:26 pm

Posts: 2914
Points on hand: 5,657.00 Points
Bank: 0.00 Points
That looks really good. I love how you broke up the turn into the station into tiny segments to get the transport wheels to look more realistic. Adds a nice touch.

Also, I think your Imelmann looks a bit to sharp. It might be the angle though.

Can you post a pic with this view?
Image
[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 May 20th, 2011, 1:45 am

Posts: 318
Points on hand: 2,849.00 Points
Originally posted by Jakizle

Hey looks it's Great Bear.


You mean Talon, oh sorry I meant Patriot, or was it Afterburn? . ;)

Anyway, I think it looks great, but a little originality in your layout and order of elements can greatly improve quality.

Post May 21st, 2011, 9:41 am

Posts: 51
Points on hand: 1,125.00 Points
Yeah, I know. I was actually not trying to mimic these coaster's layouts while I was making the coaster, these elements just seemed to fit right in with each other.

Anyways, so layout is finished. The long-ass straight section before the lift will be an indoor section as fast as scenery flies onto this thing.

Btw, since I'm using Cinema 4D and it exports 3ds to NoLimits with that shading problem where the unlit surfaces show up as all black in NoLimits... Does reexporting the scenery with 3DSMax solve the problem, or would I have to retexture everything in 3DSMax in order for it to work?

Oh, and the screens:
Image
Image
Image

Post May 21st, 2011, 10:09 am
GavG Premium Member
Premium Member

Posts: 848
Points on hand: 973.00 Points
Bank: 950.00 Points
Location: Hull, United Kingdom
How long is your stacking time with a 3 train setup on a mcbrless track?

Apart from that it is loking nice and I am liking the Blue you have chosen for the track.

As for the retextureing if you have max give it a try if not pm me and I will test the issue for you.

Post May 21st, 2011, 11:07 am

Posts: 51
Points on hand: 1,125.00 Points
Still working on how the ride will operate. And thanks, not sure if the blue will stay though, depends on what theme I end up with. Gotta say that I love the blue as well though.

Post May 21st, 2011, 4:42 pm

Posts: 1928
Points on hand: 1,601.00 Points
Location: OH, USA
Use anim8or to fix that shading problem. The same problem arises with sketchup, and there are a bunch of tutorials around this site telling you how to fix it. It's a pretty simple process, really.

Post May 21st, 2011, 5:45 pm

Posts: 5367
Points on hand: 1,916.00 Points
Location: San Antonio, Texas, USA

Since your handbuilding, may I suggest tilting your immelmans and dive loops? Pretty much all B&Ms do this and it's something that could really help this ride stand out.

Post May 21st, 2011, 11:52 pm

Posts: 2914
Points on hand: 5,657.00 Points
Bank: 0.00 Points
You are Handbuilding? nice. Also, Make sure your flat turn after the station has some give room. Make the entrances a bit wider angle, so that it is not "pump and then turn".
[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 May 22nd, 2011, 2:40 am

Posts: 325
Points on hand: 3,123.00 Points
I feel like there's too much of a gap or stretch between the loop and the immelman. Besides that, the track looks pretty buttery. I like the final three elements the most on the ride for some reason. Probably the three most fun and high speed parts of the ride; great way to end it!

Also, the screens you're posting make NL look so much smoother than it really is, haha

Post May 22nd, 2011, 8:35 am

Posts: 51
Points on hand: 1,125.00 Points
So, I've decided to extend the layout. The camelback (which infact is an overbank) will be changed to an entrance to an MCBR. Also, the indoor section was basically a lame way to make room for the brakes, so that'll most likely disappear as well.

And Jakizle, I'm sorry to say that I'm not handbuilding. However, I'm thinking of changing the 0-G anyways, so if you could show me some reference photos of this I might try it out (never noticed it myself from he reference photos and POVs I watched).

Jcoasters, not sure what you mean. There are no pumps in that first 180-turn.

Strata force, the long pullout between the loop and the Immelman is something B&M coasters tend to do sometimes, many examples out there. Also, another reason why the pullout is so long is to make room for a slight left turn. Oh, and I'm glad to hear the nice words about those last three elements even though the two later ones will be changed now.

Post May 26th, 2011, 3:38 pm

Posts: 51
Points on hand: 1,125.00 Points
Finally the full layout is done, had lots of problems with the wingover, but I think I somewhat nailed it.

Image
Image
Image

Post May 26th, 2011, 8:14 pm

Posts: 2914
Points on hand: 5,657.00 Points
Bank: 0.00 Points
The part after the MCBR looks a bit boring.
[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 May 26th, 2011, 8:28 pm

Posts: 1241
Points on hand: 95.00 Points
Bank: 2,503.00 Points
Location: Kentucky
Yeah, I'm not a big fan of that drawn-out flat turn there...I feel like it should be spiced up a bit. I usually like it when people vary the pace with straight sections and light-zones, but it just doesn't seem fitting here.

Post May 26th, 2011, 8:55 pm

Posts: 529
Points on hand: 1,101.00 Points
Location: West Virginia, USA
What you should try is this-
Quick hill on entry.
Lowest point of the turn in the middle.
Another quick hill on exit.

Much like a woodie, but without intense airtime. Just enough to keep the riders awake.
Plot Twist: I'm still alive

Post May 27th, 2011, 10:49 am

Posts: 51
Points on hand: 1,125.00 Points
Yeah, so the past-MCBR section will be remade, we'll see what I can come up with this time. Oh, and KrazyKoasterKid, that's a nice idea.

Post May 27th, 2011, 12:43 pm

Posts: 253
Points on hand: 1,303.00 Points
Location: St. Louis area
I don't know poop about no-limits, since I don't have any extra time to play many video games. However, I like to get on here and check out what types of ideas people have to offer.

I personally liked the coaster before you extended it. It was perfect. It looked small, but it packed a punch. Most of your good elements were in the first half. The extension seemed to just extend the ride just for the purpose of extending it.

Pros of the unextended version:
Compact - Could fit in many small locations.
Non stop action.
Cheaper.

Think of how successful B&M's batman is. The only bad thing about that coaster is that it's been cloned so many times, so it's not very original. Aside from that, it's nearly perfect.

Post May 27th, 2011, 1:06 pm
TheArchitect User avatar
Premium Member
Premium Member

Posts: 1331
Points on hand: 501,147.00 Points
Bank: 498,048.00 Points
Location: Dorchester, Dorset, United Kingdom
For me personally, i think you should stick to your 'blue coaster' layout, the original. BUT, i really don't like your station area. The long straight before the lift is weird and not exactly B&M. I would have a second station on the lift-side of your bend, so your riders exit, then an empty train goes around the bend into station 2 where riders get on. Then the train exits, performs a heart-line 'jojo roll' straight into a mini brake (which doesn't affect the speed allowing it to slam into the lift).
Image

Post May 27th, 2011, 2:27 pm

Posts: 1928
Points on hand: 1,601.00 Points
Location: OH, USA
I say go with the original layout, but take out one of the brake runs, and only run 2 trains. You can still have that straight section before the lift (I think it'll be cool if there will be some nice theming), but your efficiency will go up, and still keep that nice, intense layout you had.

Post May 27th, 2011, 3:38 pm

Posts: 253
Points on hand: 1,303.00 Points
Location: St. Louis area
You could move your station where your pre-lift straight is. Then on the other side finish up with one final roll- brake- then station turn in.

Post May 28th, 2011, 8:41 pm

Posts: 51
Points on hand: 1,125.00 Points
Okay, so new and final layout:

http://www.fileden.com/files/2007/3/19/ ... invp12.jpg

And no, the immelman does not actually have the shaping this picture somehow makes it look like.

Post May 28th, 2011, 10:17 pm

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
I still prefer the first layout. This one makes it look like you're trying too hard to me.

Previous

Return to Hard Hat Area

 


  • Related topics
    Replies
    Views
    Last post