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RK's Thread of Stuff
NoLimits Coaster

Your work is AMAZING! Like you really have a talent for doing this stuff man i LOVE it <3 <3 <3 would there be any chance that some day you would sell some custom Trains? I love them and would love to use them xD <3

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Frank's Guide to Force Vector Design :: Geo Sections Video Up Now!
General

I'm happy to hear that this is helpful to some! I nearly have the Roll Rates video finished; most likely done by tomorrow. This should round out the basics of force sections and get people moving in the right direction. The videos for Geometric sections should be out quicker as I'm getting the process of script writing and video editing down as I go. The topic is also a bit easier to understand and explain, which will be helpful.

For the future though, any interest in a long-form video detailing the design process from start to finish of an entire coaster? I had the idea of time-lapsing through my trials through each element, then taking a moment to explain some of the decisions I made along the way. I'll probably skip supporting and detailing the scenery around the ride to stay topical though.

I also thought of making videos dedicated to specific elements and discussing some of the nuances between manufacturers, i.e. a video on vertical loops detailing differences between Arrow-Dynamics, B&M, and Premier as they all approach this same element very differently.

Let me know if there's any preferred direction that might help out more, or be more interesting to you all.

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NL2 Ask Thread
NoLimits Coaster

To lead up to it, you should make it twist into the stall a bit later, so you'd want to move the roll on the right more to the left. Also allow the lead up and exit out of the stall to curve a little bit towards you.
On a little bit of a side note, to get rid of laterals on a particular vertex (or series of vertices), go to the next vertex and move it until the target vertex has no laterals (and the wanted vertical forces). Then because the next vertex has some laterals, adjust the one after it until it has no laterals, then go to the next one, and the next, etc. Then if happy iwht it, you can go ahead and de-pump all those vertices. However, if it isn't what you want (like a turn curves up more than you'd like), then you probably should adjust the roll vertices. For example, if a turn curves up too much, then you should probably increase the angles of the rolls, and then adjust the vertices like above.
So to applying this to the above picture, you'd first move the roll vertex more to the left. Then you'd adjust the vertex after the first one to the left with laterals so that it no longer has any laterals (probably zero-g). Then go to the next one, and the next, and at about maybe 90 degrees, start to add a good bit of vertical force (the catch). This will of course alter the course of the track a little bit, but there really isn't much of a way to fix that (unless maybe you move the roll vertex a lot, but then I'd worry how much whip there would be. However if the stall is pretty long, then you could simply just make it shorter.)
One final little thing: if you look at the vertices, you can see that they curve up. This means that there is going to be at least 1g of vertical force, and if the track is sideways while doing that, then that would mean there would at least 1g of lateral force. This shows up in the picture, and as you said is way too much. So, whenever you go up into a stall or zero-g roll, as soon as you start to twist into it, the vertices should always start to curve downwards. Then, as soon as it reaches 90 degrees, it should be in complete zero-g (if going for a zero-g stall or roll with the most possible float). If struggling to get the track to actually get up into a stall, you probably need to make more vertical positives leading up to it, sort of like having a bigger ramp.
Sorry for paragraphs, but hopefully I covered something that helps :)

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