RCT Discussion / RCT2 Roller Coaster Making

  • J K%s's Photo
    Wooden roller coasters for me as well.

    Edited by J K, 25 February 2007 - 08:30 AM.

  • zodiac%s's Photo
    I find it easier to make a coaster if you can't use inversions, because you don't feel pressured to have it all speed through as well as it can, so for me, woodies and hypercoasters are the easiest to make.
  • JDP%s's Photo

    It would have to be the launched freefall coaster

    :lol: nice...
    -JDP
  • Richie%s's Photo

    i sometimes have trouble with getting woodies to


    lol :)
  • fuzz%s's Photo
    I agree on the 4D, and also the lay down, but I also find the bobsleigh and the suspended difficult for some reason. Also, and I know its not a coaster as such, but I find rapids really hard to make look good and be interesting.
  • Rohn Starr%s's Photo
    Part of the problem with the rapids is that you're really limited on the track pieces. It would be nice to have larger turns and some diagonal pieces to go along with what's already there.

    I agree that the bobsled, both types, are limited. It's the same as with the rapids, no diagonal pieces.
  • zodiac%s's Photo
    That's why you hack...

    Something I've never been able to do successfully... :( ...

    And by hacking I mean track merging just to clarify... I'm not too dumb...

    Edited by zodiac, 25 February 2007 - 05:52 PM.

  • Video_Kid%s's Photo
    What about the air powered thing? by S&S, it doesn't have the real track pieces, if ya know what I mean?
  • CoasterForce%s's Photo
    heartline is by far the hardest for me

    Edited by CoasterForce, 26 February 2007 - 02:13 PM.

  • Video_Kid%s's Photo
    Has anyone ever tried making a 4th Dimension launched coaster?
  • Lloyd%s's Photo
    ^ Now there's an idea.
  • JDP%s's Photo

    Has anyone ever tried making a 4th Dimension launched coaster?

    Yes, its been done many many times. I learned from corkscrew that everything has been seen and been done atleast once, in rct. :rolleyes:
    -JDP
  • Nitrous Oxide%s's Photo
    That's not true.. have you seen a launched 4D that has a wooden track merged ;)
  • JDP%s's Photo
    ^You trying to tell us something? "lol"
    -JDP
  • ][ntamin22%s's Photo
    to my knowledge, no one's done a single-rail coaster with a vertical lift.
    i tried yesterday and couldn't get anywhere. ideas?
  • Video_Kid%s's Photo
    ^ could you merge it with the Drop Zone thing?
  • yeshli2nuts%s's Photo

    Has anyone ever tried making a 4th Dimension launched coaster?


    Yeah my 4D for the PT2 prelim was a launched coaster - http://newelement.co...t2/3/yeshli.zip

    Speaking of old-school, the coaster in the picture is a Reverser. It's a side-friction coaster with slightly different wheel layout to allow an extra track section that turns the cars around. The design dates back a hundred years or so. There still might be one or two Hooper Reversers standing in the world - anyone know?

    Design Reversers just like any other side-friction: Use the large turns, and hit them at no more than 22 MPH, give or take. NO negative Gs are allowed, ever. The reversing sections are meant for 13-16 MPH, 18 with a full train is the absolute max. When the train is facing backward, things are more intense for the riders, so Positive Gs should ideally be +2 or below, and Lateral Gs near 1.00 in parts where riders are facing backward. Facing forward, you can increase the Vertical Gs to +2.5 or so, and the Laterals to +1.25. But still no negative Gs. Try to keep the intensity around 5 or so, and the nausea will take care of itself. It's really just another slow, boring old side-friction, but the "kick" of turning around backward can turn it into a fairly good attraction with a great price/profit ratio. And it's a great way to get semi-timid peeps ready to go ride your big on-ride-photo-seller coaster, or give the real timid peeps something to work up to.

    Though cheap to build, when placed in the park, you should still be able to get a 7.0+ EX rating out of this coaster, which is quite enough to keep the queue full and the cuddly toys flying out of the souvenir stall at the exit. Bonus excitement is awarded if the track crosses over itself, and if there is a head-chop, just like with the normal Side-Friction coaster. Reversers also expect you to have at least one backward-facing portion during the ride. Note that head-chops are ineffective if the riders are facing backward. All the other EX-pumping strategies apply.

    You can build Reversers bigger, faster, and more intense than I've described above, but like their Side-Friction cousins, they will not age well (frequent breakdowns, sometimes fatal if you've really overdone it) and are a waste of money. So I keep them quite small, maybe a 45' lift hill.... The other free-floating car type coasters (VA Reels and Bobsled/Flying Turns) have a very similar design strategy, but with higher lateral G tolerances.

    If anyone knows a tried-and-true method for 4D design, I'd love to hear about it.

    The reverser isn't a side friction coaster. You can put as many negative G's as you want and it wont fly off the track. the VA reel isn't either.
  • Blitz%s's Photo
    hardest?

    hmmm...

    without hacking...
    bobsled

    with hacking?
    Giga Mine Train.

    @ wme: :p
  • krohn%s's Photo
    The hardest for me is the Flying, and Virginia Reel.

    Floorless is by far the easiest to make
  • LilFriscoPinoy%s's Photo
    Personally I find. B&Ms. Wether it be stand up, floorless, sitdown or inverted are quite easy to make. Arrows for the most part as well. I struggle with flyers and the 4D coaster. As it's hard, or uncommon for me to find a nice layout which I approve and like. As far as wooden rollercoasters and hypercoasters go, out and backs are easiest for me to achieve a flowing design. But "Twister" versions are quite difficult for me.

    -^LilFriscoPinoy^

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