I'll be testing the ride on May 2nd and I have no doubt on Yukon Quad's second part. But when I was talking about a great thrill coaster, I was thinking about a ride filled with airtimes and hangtimes.
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Hey! Someone else from GA! I am in Atlanta.
I second that, Juvelen is a brilliant ride! Definitely the biggest surprise for me at Djurs, just so much fun. And yes, it's more intense than it looks.
If Yukon is anything like Juvelen (which it should be), it's not called family thrill coaster for nothing. The second launch is very powerful and I was so unprepared for it! Sure the layout doesn't go high or invert but it doesn't need to. The speed and curves are fun enough :)
is the speed correct vs how its shown in fvd? could be running wrong friction; or your transitions are too whippy to not generate lats.
Well, now Le PAL needs a great thrill coaster and the park will be for the whole family! There's nothing for thrill seekers at this park...
Yukon Quad looks a solid ride, definitely a good addition for the park. I’d like to see more of these Intamin Motocoasters come to parks - they seem thrilling and have some good airtime whilst still appealing to families.
Someone on Yukon Quad doesn't sound like they're enjoying it very much. :D
Don't go making me feel old now lol.
B&M built another family inverted? How did this go under the radar?
POV of Yukon Quad at Le Pal:
POV of the B&M Family Suspended at Happy Valley Beijing:
^
That was my first thought as well, so I thought I had checked that. It appears I did not. Thanks! (I forgot to set the spline position at heartline...)
Heartline issue? That was my first thought.
- Is the lifthill speed in NL2 the same as in FVD?
- Set the friction in NL2 to custom. Even if you don't have pro it will be at 0.03 which is the same as in FVD
- Use a high vertex density when exporting to NL2. Standard is 2m distance between vertices. I recommend something between 0.4 and 1m (I use 0.6).
I am trying to build a coaster using FVD++ after a few years of not touching it at all. Now, I am running into a big difference in lateral forces between the FVD values and the NL2 values when actually running the coaster. I know that FVD++ calculates values based on the middle of the train, but that can't explain a difference of >1G right after the first drop, on a train that is only 4 cars long. The forces at all places in the train in more than 1G lat off. Also, the speed at the location of the difference is approximately the same (< 0.5 kmh difference). Any ideas on how to solve this?

How to build a B&M hyper hamerhead turn like diamonback at kings island ? I have a good layout.
what are the sticks on the side of the track are they block sensors??? weird.
I found a guide about "Track Stress Compensation" on steam.
https://steamcommunity.com/sharedfiles/filedetails/?id=621122797
Jetcoasterfan posted on April 7th, 2018
It was only a graphics update and no RMC was in it. I also dreamed that there was many new scripted flat rides along in the new update.
Sounds like a prophetic dream.
Short video from 7th April 2018 Avalon / Fenix