Official FVD (Force Vector Design) Thread
And it looks amazing! Maybe try a whippy overbank dive to the right after that
That looks so messed up and awesome! Using the symmetrical track enhances that illusion, too.
This is a part of the beauty of working with FVD. You'll wind up with awesome elements you wouldn't have thought of yourself. Looks great!
I actually handbuilt a variation of this element. It flows the other direction though. Basically a reverse roll Immelmann.
I'm a complete novice at FVD.
How would I make a pre-drop turnaround similar to the RMC Raptors? Like how could I make it roll to the middle of the curve and begin to flatten towards the end?
Here is what I keep winding up with:

Lcucu3 posted on December 29th, 2017
I'm a complete novice at FVD.
How would I make a pre-drop turnaround similar to the RMC Raptors? Like how could I make it roll to the middle of the curve and begin to flatten towards the end?
Here is what I keep winding up with:
You'll have to bank the same amount in the opposite direction to return to a flat piece of track. You can either do this by adding another quartic transition in the opposite direction, or by using a quintic transition with double bump.
edit: I looked a bit closer and you'd first want to curve back to horizontal track, or use a geometric or force section if you want to start curving to the right before you're completely horizontal.
This is a particularly tough element, especially since none of us have actually ridden one yet and don't know exactly how it's supposed to ride. It can't be done using a curved section. I don't know if you'd get better results with a force or geometric; you might have to play around with both. I would first try geometric since it's at a very low speed. With geometric sections, you can adjust pitch, yaw, and banking separate from each other and have any number of transitions for each of them. I would start with yaw (the profile of the curve when viewed from above) to get that shape down first. Then adjust the pitch, and finally the banking (which is definitely the hardest part to get right since forces on the rider are not taken into account when shaping geometric elements.) There is no simple way to explain this haha. It just takes a lot of finicking after you're in the ballpark of what you want.
Question for the FVD++ builders: how do you guys go about making loops and immelmanns/dive loops?
I've been trying to make a decent coaster in FVD for the first time, what's the best way to create a decent looking drop?
Mr. E posted on December 30th, 2017
Question for the FVD++ builders: how do you guys go about making loops and immelmanns/dive loops?
For Immelmann and Diveloop just look into the tutorials you are currently walking through anyways. It's the most accurate way and I haven't found a better way yet and probably won't. However, for loops, I figured out something slightly smoother and more realistic than in the videos I watched:

As for the roll section, if you have the choice the smoothest way is like shown above - have an off-centered roll section that starts in the exit of the drop before. Sometimes that can be hard to do though, so it's also possible to have an independent roll between two sections if the exit of the section before is slightly banked.

These are how I at least always do them. But in contrast to Immelmanns I actually don't have the sustained 4 or whatever Gs till 35° pitch, but rather immediately fade out on 0° flat.
I like this tutorial for drops:
https://m.youtube.com/watch?v=UJmc91waxsY
That same person does tutorials about other elements, too.
^ I saw that video but really didn't understand it that much. Any help perhaps?
The video is listed as an advanced element. I suggest going through the basics and learning how to use FVD++ and then returning to Shambhala.
NLE’s 6FlagsManiac did some videos, too, including an easier hypercoaster drop. I think his YouTube name was Bjorn. What I remember is his use of a force zone decreasing down to 0g to get a pretty convincing B&M shape.
Back again with another accidental oddity

This time a 540* roll dive loop followed by an immelmann
the background kinda looks odd. For me the guides from FVD++ and the ones of the screenshot line up perfectly. However in your picture it appears scaled.
Edit:

Notice how the white lines and the black lines overlap accordingly.
Not exactly related to FVD design, but does anyone know how to adjust the DPI scaling in FVD++? The GUI is unusable on a 3200x1800 screen.

I'm struggling
with the shaping of this B&M Floorless drop. No matter what I try to do the turn is too tight. Any advice?
Adjusting the laterals can play a huge part in shaping low speed elements. First, does the last "fixed speed" section end where the chain lift will actually end? If not, make sure it does. Next, you'll want to have a transition into maybe about -0.4 lateral G's at the top of the curve, then a smooth, longer transition back out. This should make it much less tight, as well as even out the average lateral G's for the train at the top of the drop. Obviously, as is, the last few cars would be going much faster over the drop and would be yanked outwards. By adding laterals to the left, (if done right) it should even those forces out and keep them to a minimum.
Also, the roll speed is to high.
I've seen a lot of requests for FVD help here and elsewhere, so I decided to create a series in which I'll build a coaster from start to finish. Although I'm not an expert, I've got enough experience with the program to at least offer help to newbies. You can find my first video here.
The first video is pretty long as I set everything up. Follow up videos should be more in the 20 minute range. If you all have any feedback, I'd be glad to hear it.
All aboard the WTF is this shaping Express

I love trying to get shaping right in FVD
Marc posted on January 3rd, 2018
I'm struggling
with the shaping of this B&M Floorless drop. No matter what I try to do the turn is too tight. Any advice?
This is probably a bit late, but here is how I did it without any lateral forces:

That turn looks good to me, Emonadeo. I'm surprised people still add those to B&M rides, though. I hate the jerky feeling they give IRL.
Anyone have any graphs of a successful Stengel dive they've made? That's one element I have trouble creating in FVD.
BTW, I uploaded the second episode of my Let's Play FVD series if anyone is interested.
What exactly is a Stengel dive? If the second hill (low overbank) of my Firestarter coaster is a Stengel dive, I’ll post my graphs.
https://m.youtube.com/watch?v=NoegJrB-EPs
My idea of a Stengel dive is a floater hill that is overbanked at the top, kind of a bit more than halfway between a parabolic hill and an RMC zero-G stall.
Full disclosure: I’m not totally happy with that element I made.
Since it has not popped up here yet, here is a place to post about FVD designs and ask questions.
Here's a thing I did
I rolled a twisted airtime hill up the wrong way while messing around and ended up with this oddity