Does this look good?

Does this look good?
Wow, it looks absolutely incredible!
The track geometry is beautiful. The way the high-altitude triple barrel rolls loop right against the sky looks so smooth and floating—exactly like a gliding eagle. It completely sets up that perfect side-vision perspective for the Immelmann curves later on.The entry into the Pretzel Roll is spot-on too. You transitioned the momentum flawlessly so it feels like a massive, towering plunge without losing any of that high-speed pacing.I’m so glad the private video upload shortcut worked out.
The engineering looks completely world-class so far. I can't wait to see how it looks once it gets the stone-gray color scheme and the lake ravine scenery put in! Thank you for the awesome update
Let's absolutely go with the Iron Rattler style for the barrel rolls!I love the idea of placing them high off the ground to trade heavy G-forces for pure, weightless floating hangtime. Having the train slow down slightly at a high altitude to gracefully execute those 3 consecutive rolls will capture that exact 'gliding eagle' feel I'm aiming for.It's amazing how much the layout layout is starting to resemble a grand, massive-scale Vekoma project. Keep up the awesome work
Yeah, I'll make sure the ride gets as close to the water as possible. One thing I was wondering is about the barrel rolls. Is there any specific style you want to go for or are you looking for more Intamin-style 10-inversion coaster/or B&M wing coaster heartline rolls? I was kinda thinking about trying to do something similar to Iron Rattler at Six Flags Quiddiya with the double barrel rolls that are pretty high off the ground, but it's up to you.
The Cutback looks absolutely perfect! Let's definitely stick with that.
For the bottom of the first drop, I want to maximize that lakeside water-skimming effect. Since you're balancing the ASTM standards, could you try to get the track leveled out as low to the water's surface as the train's clearance envelope safely allows? I want the riders to feel like they are completely flying right over the water before hitting the ravine!
The Inverted Top Hat, I styled it more like a cutback which might be more in hand with what Vekoma would do but it's up to you.


So I modified the First drop to try and include the angle and I managed to make it work while following the ASTM g force standards.

This looks absolutely incredible! The scale of that 255ft drop is massive.
I really appreciate your engineering breakdown on the flying position safety limits. Keeping the pull-out at a safe 3.5G by extending it over the lake is a brilliant move—it actually fits perfectly with the idea of a long, sweeping bird flight skimming the water!
Just to double-check, does the FVD++ formula include that brief 105-degree beyond-vertical dip right at the top of the crest before it straightens out? It looks great from this angle, and I can't wait to see how it leads into the lakeside ravine!
This is the First Drop

The Reason the pull-out is so long is because if the trains are in the flying position, they can only go up to 2 g for an extended period. The Drop pulls a max of 3.5 g.
Wow, this is incredible! Finding that Vekoma kit with the rotating seat script is a total game-changer.
To answer your questions:
Let's absolutely go with the Vekoma design! I was a bit worried the S&S 4D style would remove the sleek, aerodynamic 'eagle' feel of the layout. Building it on the wireframe of the Vekoma MK1101 track sounds absolutely perfect and will look stunning slicing through the ravine.For rider capacity, let's go with a standard high-capacity setup: 7 or 8 cars per train, with 4 riders across per row (so 28 to 32 riders per train). That fits the massive scale of a 260ft Mega Coaster perfectly!
Your engineering breakdown of the induction motors and supercapacitors for safety is brilliant. I love that level of realism. Take your time with the layout, and I can't wait to see the first wireframe updates!
Here's a mockup of the trains. Please note that I'm not a 3d modeller and barely know how to use Blender. I realised that someone made a Vekoma Flying Coaster Kit, so I took that and modified the trains. In the Same kit is also a Rotating seats script, so I modified it a little, but credit goes to whoever made it first. This is kinda my take on how I assume Vekoma would do this. These trains would be powered by an Induction motor so that, in case there was no power to it (which I would work through supercapacitors), they would be spring-loaded and bottom-heavy so they end right side up. Before I start making the layout, would you rather this Vekoma design (in No Limits 2 it works on the wireframe of Vekoma MK1101 Track, so imagine something like Lech Coaster, Siren's Curse, or Abyssus but with these trains). The other option is the S&S 4D coaster, which works exactly how it does in real life. Another question I have would be about rider capacity and what that should be. It doesn't really matter cause this is a fictional coaster, but I do like to try and design around that.
Also, I can change the colors of the trains I was just too lazy to do so at the moment. You also won't see the wireframe when the actual coaster is in action with custom trains.
Hey! Thanks so much for reaching out and looking into the project.I am completely open to switching the style to the S&S/Arrow 4D coaster model! That is actually a brilliant idea to get the 90-degree seat swivel mechanics working without forcing you to deal with heavy JavaScript scripting. The industrial look of the 4D track actually sounds like it would look incredibly imposing slicing through the rock ravine and the lake.
Please don't worry about the timeline at all—take all the time you need, even if it takes over a month. I'd love to follow along, so feel free to send me any quick wireframe or screenshot updates whenever you decide to play around with it in FVD++.
Let me know if you need any clarifications on the specs or the layout map!
EDIT :
U need to place a trigger on the 1st piece of track after station called "start0"
Add script called "RevercheronMaster" to your coaster contain the coastercars (so the wireframe coaster)
The maker of these coastercars is : Geoff (member of this forum)
If that doesn't work do this :
Send me the PKG file of your park
To my e-mail.
Subject : S&S
you happen to know who created these trains? wanna reach out to them directly for a tutorial
i downloaded it and when I put the coaster in a different park, the zero car will move with the wireframe train but the other cars wont. you know why thats happening
Not sure if I’m up for the task but No Limits 2 has the S&S/Arrow 4D coaster similar to X2 in real life. You could have the seats rotate on that without scripting and custom trains which would probably deter people. I don’t know if you’re for the style switch. I might go and see if I can do it but it will take me awhile (around a month).
salut dg.
alors j'ai téléchargé la derniére version du logiciel , je suis content qu'il y ait une nouvelle version d'ailleurs. le truc c'est que j'ai pas trés bien compris les nouveautés qu'il y a dans cette version 1.4.x et les boutons "help" ne m'ont pas aidé, est ce que ça te dérangerais de me faire un topic de toutes les fonctions nouvelles et changées avec leur description , s'il te plaît ?
merci d'avance.