Nice layout. In addition to what gdb said, you might also want to make the transition from the first drop to just before the inversion a little more rider-friendly. It looks like it'd be puling some high G's the way it is now.
I really don't think the train would have enough momentum to go through that turn after the splashdown element. In reality that would slow it down quite a bit so I'd make the turn after it lower to the ground.
If you're merging already, why not use the large steep-to-flat transition from the B&M twister? The small transition at bottom of that first drop still feels like it'd be too intense. Also, the hill after the splashdown is still the same height, so the problem Coasterbill pointed out still exists---I get that it needs to be that tall to go over the building, though. Looks good overall, though.
The changes on the drop just made things worse. I would extend that hill bottom a bit and move the inversion if necessary (if you move the inversion, I would also bank that unbanked curve to reduce high lateral G's that's after the first inversion).
Also, that other problem people have mentioned still exists even though you fixed the aesthetic problem, where the final hill is not high enough, although if it would not otherwise work, then say something.
Generally I still think you need to lower the turn after the splash but I guess it's not too unbelievable since Krake pulls off a pretty high element after a splashdown.
So if you're really married to that turn I guess it's technically possible although Krake is coming out of the first drop and your coaster won't have nearly as much momentum going into it.
9 Comments
Comment System Offline
Lotte Offline
really cool, though you should probably bank that turn after the first inversion
RCT2day Offline
Nice layout. In addition to what gdb said, you might also want to make the transition from the first drop to just before the inversion a little more rider-friendly. It looks like it'd be puling some high G's the way it is now.
zxbiohazardzx Offline
first inversion might be bit fast? just wondering
Coasterbill Offline
I really don't think the train would have enough momentum to go through that turn after the splashdown element. In reality that would slow it down quite a bit so I'd make the turn after it lower to the ground.
Axford Offline
Thanks for the tips, I've made some changes basing on them.
6ca Offline
If you're merging already, why not use the large steep-to-flat transition from the B&M twister? The small transition at bottom of that first drop still feels like it'd be too intense. Also, the hill after the splashdown is still the same height, so the problem Coasterbill pointed out still exists---I get that it needs to be that tall to go over the building, though. Looks good overall, though.
Christipher Offline
The changes on the drop just made things worse. I would extend that hill bottom a bit and move the inversion if necessary (if you move the inversion, I would also bank that unbanked curve to reduce high lateral G's that's after the first inversion).
Also, that other problem people have mentioned still exists even though you fixed the aesthetic problem, where the final hill is not high enough, although if it would not otherwise work, then say something.
Overall, it is looking promising.
Coasterbill Offline
Generally I still think you need to lower the turn after the splash but I guess it's not too unbelievable since Krake pulls off a pretty high element after a splashdown.
http://www.youtube.c...gipQeAU&t=1m33s
So if you're really married to that turn I guess it's technically possible although Krake is coming out of the first drop and your coaster won't have nearly as much momentum going into it.
Axford Offline
The only thing I can think to make the turn after the splash more realistic is to end the roller coaster like this.