Hey, are there any sites oder something where i can download landscapes or maps i can build my coasters in?
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same
Maybe the name is a bit to much technical, maybe a more catchy name would be great. But the model looks amazing, I would love one day to maybe design a layout for it.
FrankLeeMadere posted on May 15th, 2022
Time spent on something doesn't make that thing good or correct. I'm not saying what you've made here is "bad" necessarily, just that I do not believe the technique you've employed to be the most accurate. I'm not Stengel, so I can't say with absolute certainty, but I'm able to get the shaping with most of these elements without the use of laterals, so maybe it could be right.
Let's look at your Batman recreation, which is a really nice attempt and gets good pacing, but misses out on some crucial shaping points. This is a ride I know very well from riding experience and have attempted a recreation of my own as well, so I know some of the challenges you faced when tackling the FVD on this one.
- end of the lift release comes down a tad too far (angled down too much) and the pull out of the lift into the first drop should be tighter; it really snaps up and quickly into the first roll here
- the rolling in the first drop is slightly off. it first rolls a bit harder than yours does. There's also something funky going on with the vertical forces as there's some weird psuedo airtime here. You can just see the track taking a slightly different path than you would think from certain angles.
- the rolling in the zero-g roll isn't quite the same, it's snappier but also continues for longer; likely why you've used so much lateral here to get the alignment of the exit correct.
- shaping of the loops seem fine despite the slight banking differences because of the laterals
- the transition into the turn after the second loop needs to be much snappier, yours if much more drawn out
- your wing-overs are very nice, the best part of this recreation if you ask me
- the turn after the first wing-over has an obvious amount more banking in the comparison you've provided, this would account for the amount of laterals you've applied there
- again, very nice wing-over
- your final turn into the brakes bobs up and down a bit too much. I see what you were going for, and you're spot on with how the roll is changing there, it's just a bit too much.
I am being very picky here of course. This would probably pass just fine as a tech demo or for a commercial showcasing the new ride. I like to pick out the fine-toothed comb though and I think I have valid and fair criticisms for your creation. A really nice attempt with a few very minor flaws.
I used to live by Dallas and Arlington, so also familiar, but it’s the least of help. It vaguely — to me — gives me information about the Gs I’ve experienced.
The lift, I haven’t change the speed yet, there’s two speeds it transitions to, not yet I want to implement that. It’s snappier because the lift’s speed transitions before reaching the top, where it starts out at 4.25 mph (that is the speed out of the station and into the station and entering the lift) then to around 6-7 mph. Typically the speed transitions at around 1/4th of the lift’s duration, so then at the pre-drop I’d get that snap you wanted to see, and of course the drop’s transitions would then appear to look quicker and tighter because now it’s at a faster speed. Depending on some clones, the transition of the speeds is either earlier than the 1/4th of the lift I suggested or no change; I feel like depending on the weather or capacity, it’ll change correspondingly. Some clones like Le Vampire at La Ronde in this video stays at 4.25 mph throughout the lift duration and the snap wasn’t as intense like the POV was below.
I’ll gladly show the coaster with the model to show that the pre-drop isn’t too steep. It’s exactly perfect. Especially the curve radius and length; clean digits.
Eventually I want to redo the track again for the zero g roll (like you said) and raise the s bend a bit higher after the first helix before the first wingover too for a while. There’s a mesh error in the model when being mapped. I think hypothetically the zero g roll should be a geometric section ‘for me’ this time because exporting Hydra as a .csv into FVD so I have reference sometimes glitch and inverts the .csv layout, the zero g roll — well the whole layout — is now in its inverted form, the zero g roll in inverted form looks ‘drawn’ and straighter and to me resembles Batman a lot; Hydra’s zero g roll section is a geometric section. My zero g roll for Batman, even though its not correct — we can agree on — but it’s not less drawn than what it should be, it’s at perfect length, but it’s the way the roll is rotating that is wrong.
OMG, actually. The loops, thank god! Before lateral was involved, it was not aligned with the loop supports, it was about 5° off if I remember. The boxy-spine is suppose to be parallel with the loop supports, that determines the support’s Y rotation and direction, it’s dependent on where ever the track’s orientation leads it to be. I was frustrated until I tried lateral and it solved that problem. I should’ve mention that from the start, that was the biggest evidence in my case for why they would use lateral in their trackwork, even for something that would seem pretty insignificant to consider.




The turn into the helix is actually intense and not drawn out, the normal force transitions from 70 seconds timeframe to 71 seconds timeframe is from 1.4-5 Gs to 4.6-7 Gs, its transitional duration though is 3/4ths of a second, that’s 3.2 Gs added onto your body less than ‘one second’. What I like to do is to place my finger next to the rails and watch its placements afterwards to see if there’s a changed position of the rails in POV from point A to B. I match that with the real POV, and match its distance of point A and B.

The transition after the last wingover in the video is outdated, I went and redid that after I uploaded that video, quite a lot of times, forgot to mention that. That was the first “final” layout exported. It’s less wobbly and not as defined as before I assure, but I’m glad you pointed that out.
But be my guest having a shot at it again, I’ll gladly send you the .dae files, the track reference .csv so you can import it into FVD and try it yourself.
Implemented lateral forces in layout is definitely a choice whether you want to do so or not, but know that coasters like B&M uses lateral whether we like it or not. And it’s good to try and experiment.
huh
Time spent on something doesn't make that thing good or correct. I'm not saying what you've made here is "bad" necessarily, just that I do not believe the technique you've employed to be the most accurate. I'm not Stengel, so I can't say with absolute certainty, but I'm able to get the shaping with most of these elements without the use of laterals, so maybe it could be right.
Let's look at your Batman recreation, which is a really nice attempt and gets good pacing, but misses out on some crucial shaping points. This is a ride I know very well from riding experience and have attempted a recreation of my own as well, so I know some of the challenges you faced when tackling the FVD on this one.
- end of the lift release comes down a tad too far (angled down too much) and the pull out of the lift into the first drop should be tighter; it really snaps up and quickly into the first roll here
- the rolling in the first drop is slightly off. it first rolls a bit harder than yours does. There's also something funky going on with the vertical forces as there's some weird psuedo airtime here. You can just see the track taking a slightly different path than you would think from certain angles.
- the rolling in the zero-g roll isn't quite the same, it's snappier but also continues for longer; likely why you've used so much lateral here to get the alignment of the exit correct.
- shaping of the loops seem fine despite the slight banking differences because of the laterals
- the transition into the turn after the second loop needs to be much snappier, yours if much more drawn out
- your wing-overs are very nice, the best part of this recreation if you ask me
- the turn after the first wing-over has an obvious amount more banking in the comparison you've provided, this would account for the amount of laterals you've applied there
- again, very nice wing-over
- your final turn into the brakes bobs up and down a bit too much. I see what you were going for, and you're spot on with how the roll is changing there, it's just a bit too much.
I am being very picky here of course. This would probably pass just fine as a tech demo or for a commercial showcasing the new ride. I like to pick out the fine-toothed comb though and I think I have valid and fair criticisms for your creation. A really nice attempt with a few very minor flaws.
I think you're in a bit over your head. Give it a little while, become familiar with the various means and methods of making coasters, scenery, etc - dare I say, I don't think you're ready to be showing stuff off so publicly yet.
i tried drawing it
I can barely tell what that is. Kinda sorta looks to me like a couple functions on a graph with x and y axes.
i hope someone can
tornado posted on May 15th, 2022
ive always dreamed of making a coaster company and im doing it in nl2 called tornado manufacturing facility
Heres my Soft Strap Model in paint i made the lap bar is at the bottom tell me suggestions for my park i can do
U have a spelling issue.
DEADLINE EXTENDED
Heya! In the interest of getting as many entries in as possible, we have decided to extend the deadline by a week. Your rides will now be due on Race Day, May 29th at 11:59PM BST.
Keep up the good work and happy building!
help me when you can
ive always dreamed of making a coaster company and im doing it in nl2 called tornado manufacturing facility
Heres my Soft Strap Model in paint i made the lap bar is at the bottom tell me suggestions for my park i can do
You can also zip around the track using your mouse wheel while holding shift. Also for especially long coasters, you can briefly connect the start and end verticies, tap s in track view, and control z. That should put you right at the end of the track.
i cant move my view
and see it
Oh
in blender
But how do i add the vest