(Archive) Advertising District / Kumba Re-Creation

  • Evil WME%s's Photo
    What I would suggest is actually keep the diagonal lift hill. With the diagonal lift hill, you can keep most other angles quite close to the real ones. It would be better to have a straight lift hill if we had an option for a diagonal loop and dive loop, but that's just not the case.

    What might work better than the straight track after the loop is let it go up gradually, and (upward) twist into a barrel roll-half loop.

    Then, it should go over the station straight, into the barrel roll, and straight again, into the cobra roll. To me, there's really not enough of a turn to make it a full 90 degree one.

    Here comes the tricky bit, after the cobra roll (which really needs to be full-sized) you need to let it go out of there into a diagonal hill, a diagonal set of brakes (not sure if this is possible, but it works the best with the picture, i'm sure) and into the corkscrews.

    I made a really rough version; i think this method stays much truer to the real coaster. It actually covers the exact mapping of everything, the only thing that is kind of skewed is the length of the lift hill. In order to make it have more speed you can make the first drop diagonal along its lift hill (after a twist). Unfortunately, this is not the prettiest of options. But it does get you speed.

    I'm sure with a bit more time I could get my layout to be a bit prettier, but it works and is more true to the real life angles.. it just adds the problem of a diagonal brake run (but from the picture you can really see that that is the most accurate option, and the only angle distortion left is basically right before the cobra roll and that the real life version has a bit more angle with the brake run. But that seems more minor to me than your options.)
  • Phatage%s's Photo
    just do something like this; its about time somebody made a working diagonal station anyways.

    Attached Files

  • chapelz%s's Photo
    yeah, phatage took my idea to the extreme.

    Attached Image: SCR20.png
  • Evil WME%s's Photo
    Yeah, diagonal station makes it even better. (but again, is that possible?) the rest looks very similar to what I had, hah.

    Guess taking a screenshot would have been an easier way to go than all the explaining i did. thanks for pointing that out :)
  • Kumba%s's Photo
    Phatage has got to be the last guy anyone wants to debate layouts with, let alone with two other strong coaster makers such as WME and Chapelz; however I will need to give it a shot...

    Fact: Kumba's trains depart it's station going due west.
    Fact: Kumba takes a small right turn and travels due north up its lift hill.

    Can't just ignore that and here is visual proof from the best overview I have found so far:

    Posted Image

    Also a big flaw in both layouts Phatage and Chapelz posted is the location of the interlocking corkscrews. Notice that they are pretty close to the first drop.

    Anyways I really need to back-up my talk with more than 3 trail attempts I made at the layout, so even tho I don't like showing this much of something thats unreleased here is my current layout with some landmarks:

    Posted Image

    It's not perfect and everything is not EXACTLY where it should be, but in the end I think I hit the total location of the elements pretty well.

    I know the debate will go on and id venture to guess my layout might get some small changes, but this is not something anyone can perfect in RCT2. I just want to come as close as I can to the real thing.
  • Evil WME%s's Photo
    At Kumba's request.

    I now see that the real one doesn't really barrel-roll right over the station and that a second picture sheds some new light on the angles :)

    but there are some alternative ways of replicating things which might help.

    Attached Files

  • turbin3%s's Photo
    Phatage's layout is the best one...much better than yours, i'm sorry. :p
  • geewhzz%s's Photo
    phatage got it nearly perfect. problem is, to do the diagonal station and diagonal mcbr you'd need to shoestring a car off the already 1 car short train, thus making the recreation not nearly as accurate. to my knowledge, the standup and sitdown B&M train are impossible to get more cars than 7 + zero car because of it being hardcoded.
  • Kumba%s's Photo
    Ummm...

    Attached Image: Gapage.jpg

    Thats a pretty big flaw, but if Phatage can find a way to fix it then yes he does have a very good layout.

    Also I have made diagonal stations before, but don't see the need for it here. Also the 7 cars error is easy to fix, I'll just need a little help from someone who can make custom trains.

    There is so much gave and take in this it's insane...
  • Lowenaldo%s's Photo
    Heres my attempt just for shits and giggles, I did it off memory so some elements are most likly off.

    Posted Image[/img]
  • SSSammy%s's Photo
    i like yours the best.
  • AvanineCommuter%s's Photo
    I like Lowenado's best! It works so smoothly and the elements look correct.
  • Goliath123%s's Photo
    No Kumba is spot on, other where too far off from the lift, how can you not see that??!!
  • Coaster Ed%s's Photo
    I like how this topic has become a kind of think-tank on coaster recreation. I've definitely gained some insight here into why some of you design your coasters the way you do. For me, I still think the most important aspect of any coaster design is smoothness. Especially if you're trying to capture the feel of a B&M coaster. If you get too hung up on the visual correlation of elements you end up with a coaster that superficially resembles the real one but doesn't flow properly.

    All the versions with a diagonal lift hill, for instance, have inserted long straight sections between the first drop and loop or between the loop and the dive loop. Then you look at the actual coaster and there's no flat track there at all. That changes the ride experience pretty dramatically don't you think? I might take a shot at this myself just to see how my design would compare to these other ones. In the past I've tended to avoid building B&M type coasters on purpose because of layout problems like this that I was never happy with. The coaster I made in Chateau Lake is probably the closest I ever came to a B&M recreation and that's a pretty good example of what I mean by smoothness transitioning from element to element.
  • SSSammy%s's Photo

    No Kumba is spot on, other where too far off from the lift, how can you not see that??!!

    ja, don't be a bitch about it.
  • Cocoa%s's Photo
    Kumba's is a little more accurate, but Lowenaldo really gets the flow to work well.
  • Kumba%s's Photo
    btw anyone know which park has quarter tile grass landblocks? I have seen them somewhere, so id rather not make another set and have already made a lot of new objects for this design as is.
  • Goliath123%s's Photo
    Attached File  LQB_G.DAT (2.86KB)
    downloads: 167

    There you go

    I dont know any others though, i only got flat 1/4 tile

    Edited by Goliath123, 15 April 2010 - 06:11 PM.

  • Cena%s's Photo

    btw anyone know which park has quarter tile grass landblocks? I have seen them somewhere, so id rather not make another set and have already made a lot of new objects for this design as is.


    I made 2 already of them (the 1/4 flat and 1/4 steep) the other 2 I still have to make ... 
  • Kumba%s's Photo
    Kumba's Loop & Lift Hill in Real Life

    Posted Image

    Kumba's Loop & Lift Hill in RCT

    Posted Image

    Might have looked better with the diagonal lift, but in the end this way works better for other important aspects of the design. Also the treeing is sorta random as RCT does not have these tree types. Bits of that will be accurate, mostly bushes and flowers. Also I might scale down the security cam and turn it into a lamp. Took me a few days just to do this lift with the custom catwalks and im still unsure if I'll make more custom objects to make the peak rounded and do non-round catwalk support spokes.

    This is really tedious stuff :drool:

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