Perhaps a bit much?
All Comments
13541 to 13560 of 19729Filter comments
I think it's a some sort of in-game (editor mode) script tool
^^ Doesn't know what he's looking at either.
-Ride_Op
^Hopefully that's actually the RMC style, cuz I don't care about an app for rating cats! Well, I kinda do, but it's pointless since they're all 10 out of 10.
Wake up before the weekend ends to cast your vote for the best images this week!
NoLimits 2 Screen Shot Saturday Madness September 29th, 2018
-Ride_Op
Why? The RMC update is coming soon?
Yup they don't know what they're looking at.
-Ride_Op
Kryptos posted on September 29th, 2018
Outlaw Run is the closest to having a similar element, and it is a very quick element used to get the riders' attentions before the main event.
I think the original idea was for more like Outlaw Run but for some reason turned it into what I had in the picture. No reason I couldn't turn it back how it was before.
Kryptos posted on September 29th, 2018
KI 2020 RMC.
When I make (or start to make) something for a park, it's usually more about what I'd like to see while keeping some parameters in mind than an actual prediction.
Kryptos posted on September 29th, 2018
and Banshee look really nice as well
Just between you and me, that's because it's in the BG and I was too lazy to make a good full-on recreation. Same with Racer.
To interpret what he meant to say, the drop could be improved with two things in mind: meandering and inflection points. First thing's first, there is a lot of track in that predrop. RMC usually does not take their sweet time; they immediately start the action. Outlaw Run is the closest to having a similar element, and it is a very quick element used to get the riders' attentions before the main event. The drop in the picture looks like it is just there to get from Point A to Point B, but if you were to design it with some sharper radii and some fun lats it would be an exciting way to sucker punch riders before landing a satisfying haymaker with the drop.
The second idea has to do with the actual drop itself. From this angle, it looks like the drop gets steep really fast, then stays near vertical for quite some time while not changing the radius as much. Even though 90 degree drops are fun, there's a reason why a hyper coaster drop feels much different than a drop tower. Drops are exciting not because of their steepness but because of the g-forces applied to riders throughout the whole element. This is where the inflection point, or where the coaster track changes concavity, comes in. It is very obvious where Steel Vengeance's inflection point is, less so for your KI 2020 RMC. A nice real-world example of a ride with no clear inflection point is Phantom Revenge's second drop. While it is really fun, once you hit the maximum steepness you are basically just sitting there waiting for the pullout. Focusing on defining a clear inflection point will make sure that your riders are on the edge of their seat, literally, as they go down your first drop.
Like always, my critique (and anyone else's) can be taken and done with as you wish. If what anyone says about your coaster is not within the lines of your original vision, you are more than welcome to discard it. From what I can tell, FOF and Banshee look really nice as well and I look forward to seeing the rest of the coaster.
Being able to work on one project while enjoying another?
I'll take it
being in the editor and the sim... at the same time?
That was sufficient info to find what's wrong and how to fix it. Thanks.

Download the latest park template
Turn 26
Requests are open for the next turn. I'm still busy over the next couple of days, so after claiming your turn below, you should start on your submission straight away.
Soko. In the nicest way possible. That drop is one of the most disgusting things you've ever posted. What happened man, who hurt you?
Let's guess this one:

Correct!
Bush Beast @ Wonderland Sydney
Neither