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  #1  
Old 07-28-2004, 12:24 PM
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August Contest Questions

Please post all questions for the August contest in this thread. Thank you.
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  #2  
Old 07-28-2004, 09:06 PM
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Can you Please explain what a "Launch" is
Thanks
  #3  
Old 07-28-2004, 09:29 PM
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A launch is when the train is propelled without a chainlift. Currently operating coasters with a launch are: Tower Of Terror, Incredible Hulk, Flight Of Fear, Superman: The Escape, Mr Freeze, Batmand And Rboin, the Chiller, Top Thrill Dragster, Storm Runner, V2: Vertical Velocity, Greezed Lightnin', Poultergiest, and Joker's Jinx just to name a few.

*Your ride must be full circuit, not a shuttle coaster like Tower of Terror. Imagine a launch in place of chainlift when you design you coaster.

Mange Sloyfer is a good example also. I made it in No Limits. Click here to access the download page.

Last edited by Matt M; 07-28-2004 at 09:50 PM.
  #4  
Old 07-28-2004, 09:32 PM
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A launch is when the train is suddenly propelled forward. This can be done with tires, LIMS, hydraulics, or pnuematics. In NoLimits, you would use a transport segment to create a piece of launch track. Make a long straight piece of transport segment, then change the speed settings so that the ride is propelled to a speed fast enough to complete the rest of the track.
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  #5  
Old 07-28-2004, 09:37 PM
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Don't forget to adjust how many G's the launch can pull!
  #6  
Old 08-02-2004, 04:06 PM
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Types of coasters

OK, two questions for me... 1) Can a LM Launch system be installed the same as a regular lift hill at an angle or doe's the LM have to be Horizontal on the ground?...

2) Can the break sections be installed as normal as if you were installing them on any other Chain Lift coaster's? like on Medusa, Batman, Montu... etc... I just need to be sure what can and can't be used with LM systems and what type of breaks they use.

Thanks,
~Alan~~

PS Can this system be used on a Floorless Coaster?, if not then plaease list a few I can use it on. Thanks

Last edited by ASW~1CAV~; 08-02-2004 at 04:09 PM. Reason: adding question
  #7  
Old 08-02-2004, 05:24 PM
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You can use lims that go at an angel and break runs can be used as you would use them on any other ride. So basically, you can do what you asked in both questions. And yes, you can use a Floorless.
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  #8  
Old 08-02-2004, 07:08 PM
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Thank You Much!!
  #9  
Old 08-03-2004, 10:49 AM
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When it says no close calls, does that mean that the trains cant pass through the same air space in two different parts of the ride? Like, the tunnels collide, but only the airspace of the tunnels. Is that allowed?

Also, can there be more than three trains? Can there be a terrain? Can there be cartextures?
  #10  
Old 08-03-2004, 11:24 AM
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From the rules... - Terrain is allowed. Cartextures are on the same level as 3ds objects, you may have them, but they will not be judged.

You may have tunnel to tunnel collisions as long as two trains wouldn't be passing through those tunnels at the same time and would cause a collision.
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  #11  
Old 08-03-2004, 11:40 AM
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How about the trains?
  #12  
Old 08-03-2004, 11:54 AM
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Ope, missed that one, sorry. 3 is the minimum, if you want to have more you can, just try not to run them without stacking a ton (stacking is allowed, but excessive stacking isn't good).
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  #13  
Old 08-03-2004, 09:49 PM
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So can we use multiple stations or use dueling tracks?
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Old 08-04-2004, 03:40 PM
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Yes to both of your questions.
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  #15  
Old 08-04-2004, 04:20 PM
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a question: i have some barrel rolls and a vertical drop like TTD's in my ride that produce up to 2.1 lateral g's. it wouldn't be this high if heartlining was handled correctly in nolimits. (i just registered the construction kit, so i know that these elements are heartlined fairly well).

will this disqualify me?

edit: you're probably thinking "come on ejatwd, how hard can it be to keep it under +/- 2 lateral g's?"
  #16  
Old 08-04-2004, 09:59 PM
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yes, 2.1 will dq you, heartline or not (btw, heartlining is done to keep down your lats, so something might not be right, heh).
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  #17  
Old 08-05-2004, 01:15 AM
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Quote:
Originally Posted by Alex T
Yes to both of your questions.
In that case I take it the total size would still have to be 7,000 feet for both tracks (3500 each)
  #18  
Old 08-05-2004, 04:12 AM
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If it was up to me I would let you (if both tracks remained within a close enough distance of one another) , but it isnt up to me.

My track has the following gforces (front seat) Vertical -1.0 to 4.1 Lateral -1.0 to 1.1 , the other cars dont seem to change much from this.
The launch is 75 mph and goes into a giant roll , and it requires the 75 mph to get to the top, 72 mph isnt enough, my track should be finished in the next week (i hope), still doing supports and tunnel testing.
the file size is 640Kb / 147 Kb Zipped and there are no external files
6280 feet long.
  #19  
Old 08-05-2004, 01:12 PM
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Actually, A regular Heartline Roll needs to be taken pretty slow or else the vert gs go beyond -1.5
  #20  
Old 08-06-2004, 04:31 PM
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Question about E-stop

Quote:
E-stop must pass. Note, if you are using transport segments for your launch, you must provide a safe means for a stop if it rolls back toward the station. Any collision on a launch e-stop will be disqualified.
Can someone explain what this means? I'm new to all this and some of the terminology escapes me. I couldn't find anything about it in the help files.

Thanks.
  #21  
Old 08-06-2004, 04:37 PM
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Wild Roller, you are correct. 3,500 ft for each.

TNCoasters, while in the simulator, if you hit F12 (I think that's it, I just do it not really remembering what I'm hitting haha) your ride will come to a stop at the next block segment (Break, transport segment, lift, station) and the train will not move until you release it (f12 again). If your ride doesn't make it through the track that is a failure. If your breaks don't work right, and causes a train to hit another train, you will be disqualified.
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  #22  
Old 08-06-2004, 08:50 PM
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All those using LIM's need to remember that the E-Stop (and it is F12 in Windows) shuts the LIM's off so they wont stop you coaster if it rolls back from a hill

With my Track which has a horizontal LIM, I can get a 65 mph Roll back, this means I had to put a break in to catch the coaster and stop it where it wont hit the next train
Mine Works, I even have a marker to tell me when to hit the EStop to get the highest rollback,
  #23  
Old 08-06-2004, 09:22 PM
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I just noticed that Hellbound Mouse, won last months contest, even though the 3rd blockseg from the lift wont stop the trains, and can cause craches on the forth,
Dont be fooled, the blockseg is only 10 foot 1 , and the breaks dont show in the simulator, but it is there, and can be seen in the editor.
  #24  
Old 08-06-2004, 09:46 PM
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Peter, a lot of rides can fail e-stop if you work at it. To me, this is pointless. Trying to get the ride to crash isn't realistic. I tested e-stop a few times just to check and see if it would crash or not. If no crash on the few e-stops, the ride was fine.
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  #25  
Old 08-07-2004, 12:26 AM
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For those having problems understanding the idea of an e-stop for a launched coaster...

This is an example for an e-stop demo. For those unfamiliar with the e-stop, you need to press F12 to turn it on or off.
When creating a launched ride, you must provide instructions on how to estop it.

This ride in particular launches at 120mph with a tophat. For a safe e-stop in the block brake after the station, you will need to stop it in the launch going no more than 100mph. Otherwise, any e-stop performed at a speed that is faster risks running into the station and potentially crashing into another train.

If you have to e-stop going more than 100mph, you must provide instructions on how to stop it.

For this ride, to slow a train from a launch more than 100mph on this, you will need to perform braking with the launch/transport segment. For that, you need to toggle e-stop off and back on. The goal is to slow it to about -60mph for a safe stop in the block brake to avoid crashing into the train awaiting in the station.

The trick is to find the threshold, and make sure you document what it is in the track description (of the track file itself). Each coaster will vary, and the example is not standard. This is for demo purposes only.
Attached Files
File Type: zip estop demo.zip (1.2 KB, 22 views)
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Everytime I ride a coaster, it valleys. I've never been on a stalled coaster or had one roll back (except Wicked Twister and what was Superman: Ultimate Escape, which does that by design).
  #26  
Old 08-07-2004, 04:59 AM
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For those who want to make sure the brake segments work,
go to the statistics and check how many blocks there are,
then go to the settings and set the number of trains to the number of blocks -1
run the simulator, It will take a while as only 2 trains can move at a time but if there are any problems with the breaksegs you will find out
  #27  
Old 08-08-2004, 03:41 PM
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Quote:
Originally Posted by ejatwd
a question: i have some barrel rolls and a vertical drop like TTD's in my ride that produce up to 2.1 lateral g's. it wouldn't be this high if heartlining was handled correctly in nolimits. (i just registered the construction kit, so i know that these elements are heartlined fairly well).

will this disqualify me?

edit: you're probably thinking "come on ejatwd, how hard can it be to keep it under +/- 2 lateral g's?"
If it was heartlined right it would pull 1.0 and -1.0 G's.
  #28  
Old 08-08-2004, 05:16 PM
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oh, i fixed it already. i just didn't have it banked enough.

Last edited by ejatwd; 08-08-2004 at 05:22 PM.
  #29  
Old 08-08-2004, 09:35 PM
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Can I make a shuttle coaster?
  #30  
Old 08-08-2004, 09:46 PM
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No. The ride must be a full circuit coaster.
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