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Five Hours of Power VI - Winner: RCT3andNL2stuff
Contests

Finished submissions must be uploaded to a file exchange site of your choice, then you must fill out this form with the required information.

PLEASE RENAME THE CONTEST FILE WITH YOUR COASTER'S NAME AND YOUR NAME!!!

Late submissions will be disqualified.

The Challenge: Poler of Power
You must build a polercoaster style coaster attached to the provided tower structure.

Special thanks to Tim Van Der Steen for use of his Polercoaster tower.

Primary rules:

  • Build one coaster of any style attached to the tower.
  • All track above the red ring must stay within the red ring and be attached to the tower.
  • All track supports below the red ring may connect to the ground or the tower.
  • Track below the red ring may spread out in any direction as long as it does not go higher than the red ring.
  • Your coaster cannot go higher than the top of the tower. You may not build within the decorative topper.
  • Your coaster can be as long as you want
  • Minimum capacity 1200 riders per hour
  • Maximum of 16 riders per train
  • Coaster track, supports, stations, & storage may not touch trees or other coasters. Adequate clearance must be maintained at all times.
  • You may delete or move trees
  • Do NOT change, move, modify, or delete terrain or contest borders
  • You can attach supports to the starting tower, but you may not delete or modify the original support columns
  • Your coaster must have enough storage to hold all of the trains off the main circuit complete with working transfer or switch/merge track

Time Rules

  • The 5 hour build period begins on May 16th, 2020 at 4:00 PM GMT when the contest park is available for download.
  • You must build one coaster in the provided contest map.
  • You will have until 9:00 PM GMT (5 hours total) to upload your finished park to a file exchange/download/FTP site and fill out the official entry form with the download information, coaster names, your name, and your email address. Allow yourself spare time to upload your coaster and fill out this form.

Track rules:

  • Any coaster style is permissible provided each train seats no more than 16 riders
  • All coaster track above the red ring must realistically connect to the tower
  • You may only use one lift or launch system to raise coasters to the top of the tower.
    • You may string multiple lift hill segments sequentially to allow multiple trains to climb at once
    • Once you hit the highest point of your coaster you may not use any additional lifts, transports, or brakes to lift the train higher. One trip up only.
  • Track and trains may not pass the top of the tower. There is no minimum height requirement.
  • There is no minimum or maximum track length

Tower rules:

  • All track built above the red ring must stay completely within the red ring area when viewed from above in frozen state.
  • All track built above the red ring must connect to the tower using realistic supports
  • Track may not exceed the flat top of the tower. Track may not go into the decorative tower topper.
  • You may add as many supports as you wish to the starting tower
  • You may not alter, move, or delete the starting tower from your coaster
  • Supports for track below the red ring may be connect to the tower or the ground
  • Below the red ring track may go beyond the red ring boundary

Capacity Rules:

  • Minimum capacity 1200 riders per hour
  • Maximum 16 riders per train
  • Unlimited number of trains allowed
  • Capacity judged using the included Capacity Counter object. To use, move the capacity counter box near the track outside of your station. Capacity is calculated and averaged over the next 11 trains to pass it.
  • Even with a short train, dispatch times must be realistic.
  • Use double, separate unload/load, or stations that can load two at once to allow more time for each train to load while still hitting minimum dispatch times.

For reference:
4 riders per train requires a train pass the counter every 12 seconds.
8 riders per train requires a train pass the counter every 24 seconds.
12 riders per train requires a train pass the counter every 36 seconds.
16 riders per train requires a train pass the counter every 48 seconds.

Other Rules:

  • NO custom or pre-packaged scripts can be used on your coaster. Just keep it simple.
  • Any submission not using the template and/or submissions built prior to the contest will be disqualified.
  • You can only use NoLimits 2 and entities packaged with it - no custom 3D scenery, environments, or cartextures.
  • You may add scenery, however all scenery will be hidden and will not be judged as part of your coaster experience.
  • One entry per person. If you upload more than one entry, we will only consider the last one entered.
  • Please include your name and coaster name in the file name submission.

Judging criteria:
Creativity - judging use of tower
Operations - capacity, stacking, train movement, storage, E-stop recovery
Realism - Forces, track shaping, support quality/density/adequacy
Supports - support adequacy, clearance, design, density
Fun - Pacing, variety of elements, original layout/element ideas

Disqualification criteria:

  • Track or supports above the red ring that overlaps or extends beyond the red ring in frozen state
  • Track outside of the red ring that goes higher than the red ring
  • Track or supports above the top of the tower
  • 1200 riders per hour capacity not met or unable to measure
  • More than 16 riders per train
  • Tower or terrain altered or deleted
  • Collision with another coaster
  • Unable to download or open your submitted file

Questions? Email [email protected]

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Five Hours of Power VI - Winner: RCT3andNL2stuff
Contests

It's time for the most grueling, intense, insane five hours of the year.

FIVE. HOURS. OF. POWER. SIX.

First step is we need to find the best weekend date for the contest. And since we're all stuck indoors, hopefully this year we have a great turnout.

Contest date: May 16, 2020

Contest hours are the same: 11 am EDT to 4 pm EDT. Map reveal 30 minutes before the contest start.

Live Map Reveal: https://www.youtube.com/c/NolimitsCoasterUTube/live

File download: https://drive.google.com/open?id=1RoDQL3FzW-Fc1QrB3SPv-CLgDF-I2MBo

Upload Form: https://forms.gle/iAUDNYgReUzfvWvr5

Are you up for this year's challenge?

-Ride_Op

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Scripting help?
Scripting

I'm trying to setup a Block Logic for a shuttle coaster I'm building. The idea is as follows (Note: Train one would be on the left and Train 2 would be on the right):

Steps for Train One

  1. Train One leaves Station1
  2. Train One Enters Switch1 and SwitchBrake.
  3. Switch1 moves Train One to the right once.
  4. Train One Launches from SwitchBrake, traveling along transport section after transfer track.
  5. Train One climbs spike and falls back.
  6. Train One slows down on transport section and brakes to a stop on SwitchBrake.
  7. Switch1 moves Train One to the left.
  8. Train One enters Station1

After Train One enters Station1, Train Two does the following:

  1. Train Two leaves Station2
  2. Train Two Enters Switch1 and SwitchBrake.
  3. Switch1 moves Train Two to the left once.
  4. Train Two Launches from SwitchBrake, traveling along transport section after transfer track.
  5. Train Two climbs spike and falls back.
  6. Train Two slows down on transport section and brakes to a stop on SwitchBrake.
  7. Switch1 moves Train Two to the right.
  8. Train Two enters Station2

Due to the coaster being set in Scripted mode, the transport section after the transfer track prevents me from inputting the number of speedup passes/slowdown speed, which causes the Coaster train to pass through way too fast. I'm asking for any assistance in helping me solve this dilemma and make the pattern above work. Thank you.

Note: I would've provided an image for reference, but Gyazo is not working properly.

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