Very happy to see you showcasing the trains on our dive Peregrine - so excited for these beauties to be fully released!
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I guess that's to avoid horizontal forces on the riders. A simplified example:

On the whole figure the force caused by the circular curve will be constant (red arrow). For the first portion, the vertical force (green arrow, caused by gravity) is at a fixed amount. To get no lateral force on the riders the train must be banked with the same angle as the resulting force (yellow arrow).

On the purple section however due to the down acceleration the resulting vertical force will become less (smaller green arrow) and therefore a higher bank angle is required to maintain zero lateral forces for the riders.

I agree too,
Since the Last Open Serve i dont Like this Layout anymore and There is Just element to Element and We dont built a b&m Here.
There would have been so much interaction possible but it Just got to big. So i think constraints would Help so that you cant Go for the easiest solution and Just built your own Part but have to Go Back to the First Part of the Layout for example.
Maybe another Open serve would have helped so that the Layout wouldnt have gotten to big after the second Launch.
^^ if I understand what you’re talking about correctly, GCI also does a similar thing. I don’t have any direct confirmation of this, but from riding them I can tell you it’s a lot more comfortable with that slight increase in banking before drops (especially in the back).
Lol, you can see the supports for the floor poking through as it moves XD
@NoLimiters I agree with the close up zooming, and I would also like to throw in a less floaty camera for more precise movements (because nothing is worse than trying to inaccurately manipulate a floaty camera into the perfect position to edit something, it takes so long...). It would be nice if it started slowly and then picked up speed (for far movements), but as soon as you release it stops (perhaps something that can be enabled/adjusted from the options menu as well).
Perfect timing! Patrick's going to have just enough time after making his coaster to practice his 11th place speech!
I just ordered the trophies for Roundup 250! Should have them in a couple of weeks, will show pics once they are ready and when they are here. Get cracking!
-Ride_Op
Come over here queue next to me
We can board the train carefully
Roundup the ride and I'll 240
Pull down your restraint next to me
And we'll ride the ride, high
Roundups are all about your creations. You make things and we show them off, it's that simple!
10 weeks left until Roundup 250! Entries due November 18!
-Ride_Op
My park progress. 
I'd say more restraints is definitely something that would improve this. Not sure how to fix it at this point with out wiping everything since the last open serve, but whenever this ends up being done again it should definitely be added.
Element 115 I agree with that.
May i suggest a possible idea for the future? I dare say that the reason the layout is so meandering at the moment is because there is no defined area constraints for the coaster. I get that its supposed to allow people to do what they want without limits, but due to everyone's different ideas the layout ends up becoming very unorganised and "all over the place". While a lot of people may disagree with me i feel like by introducing some space constraints and terrain features that cannot be moved, similar to that of a real coaster design, the end result will feel more cohesive and purposeful. I get that this kind of defeats the purpose of track tennis slightly, but i think that these additional constraints and a good template for the ride area would lead to not only a better coaster, but also a more challenging experience for each turn, especially as the layout gets bigger. In its current state, it dose not matter how long it gets because there is always more space for someone to take it.
P.S any chance i can claim the next turn in advance, id like to put my contribution in but im always asleep when the serve is open lol, no worries if not tho.
I like having the next entry wrap back through my corkscrew, although the entry of the MCBR should probably be higher than that. Still a decent amount of speed there.
This works for in game custom togo track as well?
Right, so the MCBR is either the right speed, the wrong speed, or a trainwreck.
I say good, the ride was getting way too long and meandering anyways lol. In my opinion based on what I've seen, most are thinking of their own elements, few are thinking working with other submissions to create a cohesive layout.
So I think the sooner it ends, the better. There's a such thing as too much for me, I know a lot of others don't agree (which is why so many like Helix) but based on my own personal tastes this has already gotten to that point. A mcbr that limits the following track (like iSpeed...not that I love it there, but it's a parallel) would be great here since it hasn't been ended already.
I'll take a supports turn when available.
Oh I like that MCBR so much!

