Sorry, I'm new here. This is what I get for posting without reading the first post. Didn't know it had to have track in the picture. My bad. Is that Fenix now that they completed the track?
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Decided to make an RMC Robin Hood layout prediction:
The straight section after the lift is sloped downward to prevent rollbacks.
Actually, I'm pretty sure that B&M has stopped with pre-drops altogether. Taking a look at the coasters that typically have them, Nitro at Adlabs Imagica is the most recent floorless and it has no pre-drop, and Banshee being the most recent invert has no pre-drop as well.
Oh shucks you're right. They don't. I'm so used to B&Ms having a pre-drop but wing coasters don't. How would I prevent a rollback on the lift then cause right now it seems like one the front train leaves the chain section, it drops and if I don't go far enough, it rolls back
Do they have that little pre-drop before the dive loop? I thought it was a straight segment. Looks pretty good though.
Will scripted funfair rides be easier to make and Japaneses ferris wheels?
Baron 1898? (mirrored image of the immelmann?)

Does it work? I'm new with posting photo's here
Staff edit: Corrected link for you.
Yeah it's triops, go ahead RCT
Triops at Bagatelle?
Looks like an SLC...
Idk, Condor @Walibi Holland (before re-paint)?

So I got a decent amount of the layout done. I'm pretty happy with the shaping on the dive drop, but the dive loop afterwards is a little wonky. I found out the hard way that dive loops in FVD AREN'T just an immelman in reverse. Next I'm stuck on the ampersand I mentioned in another thread.
B&M is a lot harder than I thought it was...
WOW that looks incredible. You should definitely make a how to on this type of thing. I know that I would greatly appreciate it.
I've been experimenting with using Blender's node editor to composite skyboxes before converting from HDR. Anyway, here's a test using Supercell by A113

I'll go again. 
I did not thought about that yet, would not be hard to do but in the end this would already mean the doubled amount of control objects since the basic concept would be very different from the current one, so this would require to have another set of (currently) all 4 trigger objects to start these kind of animations. I guess one should rather try to do achieve the same effect with what is possible instead of having a lot of different trigger conditions and animation types.
I also thought about splitting all this, so one would have having a set of "trigger condition" objects and a set of "action" objects. But this would require more setup time and would hardly deserve the name addition "instant". I'm also afraid the majority could still struggle with how to use the existing objects already. I'm still experimenting with how to explain the current usage properly.
what about a physics based animation? like how to make an animation of like falling rocks or something similar





