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Guess the Coaster
Theme Park Discussion


If you aren't sure if your guess is correct - all guesses I post are taken from Google Maps which means the image is perfectly overlayable onto the satellite image of a coaster. That also means the top of the image is always faced north.

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Script for operator panel exchange
Scripting

Hey all!

I have made a real operator console for control nolimits,
But my program is in Python, and my key enter is nottaken in account.

It's possible with script , to communicate with my program in Python ( Send and receive ) , Or the console (with Arduino Mega 2560 ) ?

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(1/16/20) 360° POVs! - The [OMITTED] Misadventures of Cherry Bomb
NoLimits Coaster

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@CoolioJoe: Thank you! While I would really appreciate more feedback, I guess this is a good silence?
@Emonadeo: That's... really high praise. Thank you, that means the world to me. I'm not sure I agree, but thank you, that's awesome.

Update

Well well well, it's been a minute! ...I mean a month. Sorry guys, I'm not neglecting the forums, but work is slow! Because of the pace I'm forced to work at with school and life's other responsibilities, I usually only work for maybe 20-30 minutes a day, aside from weekends when I can sometimes do more. This means that when I make progress, it's minimal, and I feel it's not worth sharing. Then out of nowhere, suddenly it's been two weeks and all of my little progress has added up into something big, but I fail to realize that until I look back at what the last thing I posted here was, and realize how far I've come since then. If you're ever particularly wanting an update, just drop a comment here and I'll post pictures of what I'm working on.

That said, here's what I've been up to! First off, I've just about completed the main street area, which is either the first or second show scene, depending on which track you ride on. The vehicles don't spend all that much time in here, they move pretty quickly, so you'll notice that details a rather spares, but I've been worried more so about the overall framing of the scene. Believe it or not, this is the 8th design of this portion of the dark ride, it was nearly impossible to nail down. For some perspective, I'll show three of the iterations.

  1. The first iteration, an apartment complex with shops on the bottom. This is common in many southern Californian beachside "main street" areas.

  1. The third iteration, which was closer to what I was going for, but still just didn't feel right.

  1. The final iteration, which is very close to the feel I had initially hoped

Additionally, I finished another show scene, where riders meet our villain in his "lair", a mechanic's garage. The green/red will eventually develop to be a projector video screen. The two pics below will be first entering from track 1, then track 2. Both vehicles will meet side-by-side in this room for the first time since the seatbelt check, and they'll watch the screen together before track 2 races off.

Aaaand just a quick shot of the foliage outside of the garage.

Here's a preview of the first redo of the "sky" walls. This was a test to see if we (my roommate and I) could achieve an accurate look, trying to combine realism with fake stuff to try and make it look like a nice painting. All of the walls in the rest of the ride will eventually have these updates skies, but for night time (see: all the bright blue bars in some shots).

And here's the start of the station. Not much to report on here aside from the railings.

Lastly, here's a preview video of the exterior, with a beautiful train that jpaufsc created for me.

Wrap-Up

Modeling is slowly coming to an end, my hope is to have everything finished modeling by the end of this month. After that comes lighting tweaks, then shooting the live action stuff for the screens. Then it's music and video time!

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2018
Theme Park Discussion

Agreed. I worry that the ride's best moments are just stacked at the beginning. I actually love those three "simple" sustained air hills - I think it's a better choice than banking them or even throwing a roll on one or something. But, still, the best feeling airtime on the ride is almost certainly going to be those first three strong, sustained hills, and then you've got... basically a dozen instances of a smaller, slower, less-sustained, worse versions of the same thing.

Hopefully it picks up in a way that ramps up the "out of control" feeling as the speed wanes, but based on other similar RMCs, I'm not holding my breath. If there's a weakness of RMC's conversions, it's their occasional habit of ending with a whimper.

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2018
Theme Park Discussion

My apologies, I meant to save a change to what I said but closed my laptop before it could apply. To fill in where you quoted from me, the point I was trying to make was that, opposed to most RMC's where there's a fair consistency of elements from beginning to end, this one is almost entirely made up of airtime hills. With that being said, speed is literally going to be what makes or breaks this ride, much like SC (in my opinion, at least). Right now it seems very slow for what it's trying to accomplish. It seems like it has a lot of speeding up to do in order to become a genuinely good ride, so I'm skeptical until I see how it runs in the future.

For example, WC has a fair share of unique elements from beginning to end, even when it's not running very fast you still get caught off guard by the switch back and then the barrel roll, etc. For a ride like this, it's going to be fairly boring if it's not consistent with its pacing, given it's literally a pure airtime machine haha.

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2018
Theme Park Discussion

The trains look to crest the 3 airtime hills at SLIGHTLY slower or the SAME speed as El Toro crests it's hills so I'm sure they'll be considerable airtime on them. That was the first thing I noticed in the video, was how fast it crested the hills reminded me of El Toro

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2018
Theme Park Discussion

"Right now, at a point where every RMC was relatively slow, this ride looks slow"

lol it'll speed up. I'd be more concerned about the ending though...because while every RMC sped up from this point of initial testing, not all of them maintained good pacing until the end in my opinion. Even when running well, to me Wicked Cyclone struggles at the end, and it looks like some other RMCs have the same issue at the end (or in the middle as seems to be the case with Iron Rattler). It's just tough to maintain great pacing along with solid length when you have a fairly short coaster and way higher friction. They lower the track closer to the ground than pretty much any manufacturer which is great, but sometimes it's just not enough.

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2018
Theme Park Discussion

It looks slow for what it's trying to accomplish. None of those hills look like they have ejector. And if they do? Very little. For a ride that consists entirely out of airtime hills, it's fairly important to keep a fast speed throughout so it doesn't get boring. This doesn't accomplish that.

I'm not denying it wont get faster, it most definitely will akin to SC, WC, Wildfire and literally any other RMC that's been made. But right now, it simply does not look fast at all.

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2018
Theme Park Discussion

^
Then late season or even the season after that it will be described as super intense like Storm Chaser's double down in 2017.

AndreAkaMe posted on March 1st, 2018

There’s always one person that says a ride looks slow, no matter how fast it is. ¯\_(ツ)_/¯

Wonder if anyone thought Skyrush or Kingda Ka looked boring and slow.

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