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Jcoasters

Visitor

Member since Oct 29, 2019

Parks
3
Downloads
23
Ratings
7
Avg. Rating
2.5
Forum Posts
56
Gladiator

Really really fun, I enjoyed this! The layout and trackwork was really good, except for the transition into the final brake run, which was kind of wonky. Supports were good and you passed all the tests from what I can tell!

Naga

Very nice! Incredibly realistic and true to the style, passed all of the tests. The shaping was great, pacing, and overall layout. I really enjoyed this one!

Thunderbolt

Cool coaster dude, but it has the potential to stall after the first airtime hill and valley. Since there's no LSM launch system to get it back over the first air hill and onto the starting position (such as on pantheon), a crane would have to be brought in such as during a clearance pull-through. This problem could be easily eliminated by making the first element after the launch tall enough for the rest of the ride to be completed, and ensuring the speed during the slowest possible velocity over the first element results in enough momentum for the train to safely complete the course.

It was cool overall, scenery was nice

The lateral forces felt very high. Track work was alright, but could be improved. The middle slow section was cool, and I have mixed feelings.

Chronos

Really great work! The trackwork was really well done, with great shaping and the supports were great as well! It passed all the tests and G's were in check.

1: The non inverting loop on Soaring With Dragon isn't level on the apex. It's tilted back towards the launch slightly in a shape, that I assume, is meant to combat a stall on the top. Now, you got your loop shaping very spot on, and I could tell in the editor that the apex was very close to level, so I can tell you put a lot of time into this. I was a bit dissapointed that you didn't notice the off- center angle of the apex on Soaring With Dragon, and I was kind of expecting you to get that detail correct.

2: The airtime hill was really weak. Car 4 seat 1 pulled -0.8, so you clearly didn't design it to be a -0.5 hill. The front seat barely squeaked out at -1.0, probably only because I was on x0.25 speed. The back seat hit -0.9 in x1 speed.

This is way too weak for a full size ejector hill, especially with how shallow the angle of descent/accent it. With that low to the ground of a hill, the middle seat should be at -1.0 G minimum for a fast, full speed, full train run like NL2 simulates, we're not an empty first run train here.

Untamed features various flojector hills as Schilke describes them, but my guess (without having ridden it) is that the front and back seat are still pulling ejector. Those hills aren't very tall, and the angle is steep, so with a 6 car train, the middle seat would have to be designed for flojector so that the end seats don't get too wild.

3: I felt like the train got too close to the end of the spike. I think it would be fine in real life; the analogue friction brakes are there and it would be fine. But, it's literally like 1 - 1.5 cars away from the edge man haha, I just feel like it looks bad off ride. I guess it would be very scary to watch though haha. "Oh no! Is it going to fly off!"

What an amazing element that would be in real life though. Being a So Cal boy, I'm really into reverse spikes. Superman is amazing and POVs will never do it justice.

I think the fact that you included the brakes, sort of like the inverted twist and spikes by Intamin, is great, incredibly original, and unique.

Overall I think you did an excellent job and I wouldn't expect any less of you!

Lake Patopi

Mashu:

Well, it failed E-Stop and valleyed in between the second loop and the MCBR (mid course brake run). The trackwork was pretty janky, especially at the bottom of the first drop. The supports were messed up in a few places that seemed like it was carelessly left. I liked the overall layout though, and the second half was cool.

Hydravez: This one had much better trackwork, but it failed E-Stop and valleyed on the MCBR. The pitch downward needs to be greater so that the train can move itself to the next block by it's own weight. The supports could have been much better, but I liked the overall layout.

The forces seemed to be in check for both rides, although not always perfectly realistic as far as replicating certain elements goes.

Very smooth track, great shaping. The scenery was fantastic, I liked the elements.

I'm giving it a 6 because it failed E - Stop. Sorry dude, I know you put a lot of time into this, but that final brake run was poorly designed.

I managed to get it to 7 MPH through the first element after the second launch. I'm surprised it didn't valley on the way to the last brake run. It pulled into the last brake run at a little over 4 MPH. That 7 MPH was the slowest I could get it over the element during my attempts to check for valleying. Let's say that train in a real life scenario had stalled during the launch, and barely screeched over that first element at 4 MPH. Let's say it than hits the brakes around 2 or 3 MPH.

That's way too slow. On a heavily windy day the train would know doubt valley before the final brake run.

When it did get to the final brake run during my E-Stops, the brakes were too harsh and the train would stop with half (or more) of the cars still on the hill and not within reach of the catwalks. The final brake run needs to be extended with the brakes kicking in further into the straight to solve this issue. I also noticed that it seems to be two blocks. That whole straight section should be one block, it's way too short.

Also, when I went to E-Stop during the first launch, the third train valleyed. There's no transport wheels and the angle of the slope isn't enough to propel the train by it's own weight, so it wasn't able to make it into the next brake run before coming to a halt.

I thought the s curves before the second launch were too tame, but I've heard the same of Helix's and that's a personal style choice, so I won't dock any points for that.

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