its pretty accurate, i used google earth and scaled the picture into the right size. its not 100% but around 90 % right i would guess. also the coaster got longer while leaving a lot of the layout out but because of the extreme hills it get around 100m longer then before.
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^ I kind of wasn’t either, considering Macs haven’t been getting stronger and the devs saying that they postponed that and definitely due to that fact. I wonder what it looks like...(not that I’ll ever know because I’ll never get a Mac; ugh, crApple). I wonder what else they released with the update (I haven’t opened it yet).
Ahhh!!! I'm so excited to go back again next weekend.
The train enters it about 50 mph and totally does clear it but lcucu is probs right about the clearance thing. I figured it was worth a shot, though. I'll probs end up doing something else as a turnaround.
Very back. It was amazing haha.
Holy lord that is huge. When you did the conversion, did you use an accurate scale? or did you just eyeball it?
it doesn't look like your coaster even has enough energy to have an ampersand in the layout, especially when you have to make it big enough to accommodate for the wing trains.
Pretty sure that won't pass clearance :)
Get ready for the most whackadoodle ampersand you've ever seen.

After looking through some old layouts I had laying around, I came across one that looked like it would work well as an RMC Raptor style coaster so I set of reworking it. Here's my current progress

^ just adding to JetPulse comment, if you use a quintic transition you will need another quintic transition to stop the track from banking. When you add the first one, let's say 60°, it means at the end of the transition the track will be banking 60° every second (1st second > 60°, 2nd second > 120°, and so on).
Note that FVD++ uses roll rate as an input instead of roll. This means if you want a constant amount of banking the graph needs to be at 0. It takes some getting used to, but it's arguably more powerful that defining roll.
Also check the orientation. FVD++ default is quaternion which means the roll is calculated as a relative to the previous calculation step rather than in terms of absolute roll. To think of an example, picture a loop of track tilted 45 degrees. At the bottom, the roll is 45 degrees but at the top the roll is 135 degrees. Likewise when the track is vertical, the roll is 90 degrees. However in a quarternion space, the roll doesn't change over such an element as. This makes sense if you think of going along such an element, the train would not roll one direction or another. So, from increment to increment, the roll doesn't change even though the absolute value does. You can change to a Eulerian orientation in FVD++ and then it does work in absolute banking.
As for making a flat turn with no lateral forces, use a quartic roll transition that goes from 0 up to some value and then back to 0 along with a cubic/quintic normal force transition from 1g up to some higher value. This will get you into the turn. You can then hold the 0 roll rate and higher g value during the turn. Use a quartic roll transition of the opposite sign (+/-) and lower the normal force to exit the turn.
Could you provide some examples? Maybe a few pictures including the graph that shows your problem would help.
Welcome! Hope you enjoy the forums and exchange. I checked out your Valleyfair recreation and thought it was pretty amazing to say the least. If you ever happen to have any questions feel free to PM me or any other staff on the site.
HI
I need help or some sort of theory about the banking and the normal force during a corner because every time I try the track does all sorts of crazy things like it continues to bank even if I use the quintic transition.
Hey welcome! I'm pretty new too!
Yeah i forgot the hight of those prefabs. i love the picture, i thought for a second its a rollercoaster tycoon 1 picture because your colors are so bright.
from above i like it much more ! always nice to see more then one perspective
Thanks @Lcucu3 :)
@HLcoasters it doesn't have a small footprint, but I don't think it's too big. We're talking about 60m high coasters... But here is an aerial so you can judge by yourself!

@ThatFlyerguy1 Why not?
I'm new to this site! Welcome everyone!
I posted my latest version of Valleyfair(v1.5) a week ago. be sure to check it out.


