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Impulsus -=Intamin LSM Launch Coaster=-
Theme Park Games

-(Impulsus - Latin)-

1-26-2018

Hello welcome to the first update for Impulsus, my Intamin LSM Coaster! Before I go into showing off the entire ride I want to personally thank everyone who has helped me on this project over on the BroNation Discord, They really helped me out getting the entire layout going and kept my inspiration for the project all the way up to now and even into the future!

N7/Mike

Maskedbandit/Jon

CommandoSanta

MineralJunction

Flaero

Ckimb

ScrubbersMcgee

Cleave

404

There might be one or two more that I forgot to mention, but everyone was still of great help!

Back to it though! It's time to show off the coaster in all of it's glory! I still will not announce the final length of the ride just yet as sometimes I go into the track to edit it slightly. Most of the stats have been shown off in the first post though if you wish to see that!

Here is an overview of the ride as of right now! The ride features 4 inversions (The game says 5 cause I have a 105* Stall before the second launch) The Inversions are a ->Norwegian Loop and a Demonic Knot.

When you first leave the station, you will be in a holding brake just before the launched lift hill as the other train completes the course. This allows time for the train entering the station to unload and load up and be ready to go!

Once you ascend the 108ft hill at 20mph you are greeted with the drop into a left handed turn.

After completing the turn you will enter the Norwegian Loop.

Once you're past the Norwegian Loop you will head up and over the path!

Once you've made the left turn and start going down you enter a trench that goes under the holding brake! If you're lucky the other train will already be there and you can greet them!

Once you come back up you once again cross over the paths and then you've entered the first airtime hill!

You'll enter another airtime hill before making a right handed turn around into one more airtime hill.

After your third airtime hill, you'll enter a left handed turn that will lead you to the 105* stall!

After all of this you can finally catch a breath as you landed at the Mid-Course Launch!

After you take your 50mph launch you are greeted with a right handed turn that will take you to an airtime hill.

After the airtime hill you will hit the Demonic Knot! (Do note, that I know that the area is not supported properly, I have to get around to making custom supports for this section due to the way the game works.)

A few more twisty turns later and you will have reached the brake run!

That is all for this update right now! I'll have more in a future update soon!

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2018
Theme Park Discussion

The SR2 is a very fun model. I can't say how much the comfort collars affect the ride as compared to one without, but I have ridden tempesto.
The comfort collars did slow down ops, which is not good for a low-capacity ride like this. Also, the ride was shut down right as I was about to get on because they had to fix a comfort collar. Just my luck isn't it :)

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Concept - Stress Comb
NoLimits Coaster

^ I'm really curious about supports, because some parts are needs (stress, efficiency), but some others are arbitrary (aesthetic). I really wish to meet or speak to someone who design coaster supports to learn more about that process, so if Fintamin you have some insights, please share!

The concrete tunnel method works, but is already too large as its passing the clearance test on its own. I wish we had a dedicated function, further more one that doesn't need to freeze the coaster and/or run it throught.

About the idea of this topic, I like that, and already thought of something similar as well. But yeah, it could work for pointing where you'd need a track connector (assuming whatever support underneath is strong enough), but further calculus might be too much.

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Concept - Stress Comb
NoLimits Coaster

Engineer student here:
While I agree this feature would be cool, it would require a lot of new calculation power that isn't in NoLimits. With all the 3D-bending and twisting going on I would nominate FEM, which would quickly kill every below-average computer. And not only the cross-section shapes and materials need to be taken into account, there are MANY more phenomena related to mechanics... In my opinion NL is not an engineering tool, but a visualization tool and an excellent one! I'm still amazed of how amazing results you can do with it, while it only costs so little AND is actually user friendly. Trust me, some FEM calculation programs have horrible UI but they give good results so you just need to bite through it...

Instead of a stress comb my tip would be to use the G-force comb. In high G-areas use more supports, and utilize airtime hills' arches to have less supports. A-frames are also good. Mimic existing coasters, they have been made the way they are on purpose ;)

I'm currently writing my Master's thesis about coaster engineering (more towards track and supports than trains), so feel free to PM me about this topic! After all, coasters are the reason I started studying mechanics.

Oh and about the clearance: I use round concrete tunnel applied to the whole coaster and then freeze. That way I don't need to slowly check the clearance envelope scenery item that attaches to the train.

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2018
Theme Park Discussion

I found the sr2 to be a fantastic ride for its footprint, very intense airtime combined with lateral forces, as well as some great hangtime on the heartline roll, i imagine with a 3 car train these forces are amplified further still, cant comment on the comfort collars though as i have only ridden one without them.

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Concept - Stress Comb
NoLimits Coaster

I’ve thought of this myself; I thought I suggested it somewhere, but probably not. Reguardless, it would be nice (as well as some sort of clearance indicator that didn’t involve freezing/running the ride to check clearance, it would save so much time). Isn’t there already a thread for game suggestions though? Shouldn’t this be there?

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2018
Theme Park Discussion

SeaWorld San Diego posted this to their Facebook page:

https://www.facebook.com/SeaWorld/videos/10156562002142565/

Electric Eel is essentially completed as far as trackwork goes. Now just waiting for the other BS. I've got to say, I honestly have no idea how the hell SeaWorld San Diego was able to get this approved with the cities height ordinance in place on the park. Nontheless I'm cautiously enthusiastic as there isn't one of these anywhere near me. Same goes for Hang Time, first Gerstlauer within a fortnight!

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