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#31
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This is a really hard week for me to finish this; I have finals everyday of the week and these leave no time for me to work on the coaster. If I had one more weekend I guarentee it will be completed can I get one more extension?
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#32
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Yes you can. No problem.
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#33
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So basically, this is going to end up being the May/June contest after all . Not that it's a bad thing, since I just finished the track part of my coaster 10 minutes ago........
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#34
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Well if it is needed for both teams to finish, that this is going to take all of June, than I don't really have a choice
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#35
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Oh boy, this is fantastic !I just finished the track, terraforming and trees (I had to re-do the track due to a +5.1 positive g area). We'll see if the supports can be finished in two days-should be a challenge. Also, how are you going to measure the g-forces? I have a random spot on a downward turn after the MCBR that goes from 4.5 to 5.8 to 4.5 g's in less than 1/2 a second (a g spike). When I run the coaster through that spot at 25% speed (the best method of testing g's IMO), there is no spike over 5 (it goes to 4.8/9). Also, when the coaster goes through parts of the first half, it exceeds the g limits when in 100% speed, but they are all g-spikes that disappear when put in 25% speed. Are you going to use 25% speed or what?
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#36
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When we are finished with the track and everything will it be submitted in the speedzone?
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#37
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Please do upload it as you normally do, but in stead of checking the "enter for contest" box, put a link here, or I might confuse the entry with the College entries. ![]() About G-forces, with only two teams there is really no point in disqualifying, since this makes the other team the automatic winner, which is not really exciting. So there won't be disqualification, and a 0.001 second lasting 5.001 vertical G's won't be a problem at all. However, a 2 second lasting 6 vertical G's will, of course. If removing that 5.1 G causes you to screw up the layout and pace etc. then don't remove it. Just hand in a good track
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#38
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Here's our entry http://thrillnetwork.com/speedzone/view.php?file=2056. |
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#39
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Willski2002 and coasterdude28 are proud to present K'aax Ahin (Mayan for Jungle Monster), a massive terrain megacoaster that reaches speeds of 88 mph over 6,584 feet of track. K'aax Ahin features 13 spots of airtime, including a section of ejector airtime lasting several seconds. The ride changes in elevation from 361 feet to just 16 feet, but the largest hill is only 205 feet tall. Enjoy! Yeah........WinZip was gay.....it was late.....I wrote this whole description and then it was late because of the description. Damn......all I can say is; I'm sorry coasterdude. http://thrillnetwork.com/speedzone/view.php?file=2057
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Last edited by willski2002; 07-01-2006 at 12:07 AM. |
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#40
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Unfortunately I didn't see this before downtime, so now is the first time I see both entries. So, don't panic about it being a few minutes late, I mean, I am twenty days late Don't worry. I'll look at both tracks of course.EDIT: Got them on my pc now.
__________________ SpeedZone Editor Hi! I am a forum signature virus. Please copy/paste me to your signature to help me spread! Yay!...I got a kilopost! (1,000 posts) Last edited by Erik Leppen; 07-24-2006 at 03:28 PM. |
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#41
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Where are the results?
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#42
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I am sure he will get them up soon. He is also doing the college thing so he is probably busy.
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#43
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Are you going to be able to put the results up before or after your vacation?
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#44
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They will probably be put up today or tomorrow. Cause I know he got the June College results up. And there are only two of these rides. He wont keep yall waiting that long.
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#45
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Oh well, here are the results.NLCONTESTFLANGED Layout is ok, but looks very RCTish from the top view. That is not a problem though. Trackwork looks in general smooth. I saw a bump right before the first MCBR. I noticed all supports were custom, which is good. Most of them were realistic. However you are forgetting one thing. The difference in track spines must be compensated in building more supports under weaker track types, I don't see this everywhere on this track. There are four trains, so the coaster has a fairly large capacity, which is good. I think the blocking is very good. The double station is realistic, although the exit station is descending too much to make exiting comfortable. The pacing is good, it is going reasonably fast through the elements. The before-mentioned bump is not too noticeable because the train is not going fast there. The out-and-back layout is okay, the tracks are close to each other, so in fact the ride is not taking a lot of space. G's are in check. I noticed a -1.4 vertical G's, which is I think a very strong airtime. The only problem with this track is the ridiculously descending exit station. K'AAX AHIN A coaster of the same type but still very different. The whole track is made using a tool. Heartlining is therefore correct and trackwork is very smooth. The coaster is fairly fast, like the other one. After the MCBR, the coaster gets more compact and less fast, but still very exciting. The fact that lots of track is low to the terrain, adds to the excitement. On the high parts of the track, custom supports are used, but most of the track is supported with prefab supports. That is a pity, mainly because I think some parts could better have got customs and you have had enough time. However, the custom supports which there were, were good. The layout looks very cool, does not give an RCT-ish look from above because straight sections are not parallel to a coordinate axis. The coaster takes a lot of ground. I noticed one red 5.0 vertival G's, which is between 5.0 and 5.05. No problem, it is very brief. The only problem with the track is some supports. Layout K'aax Ahin: spacey but good. Contestflanged: out-and-back: good. No difference. G-forces K'aax Ahin: G-forces all in check, the 5.05 is nothing bad. Contestflanged: G-forces all in check, the -1,4 is nothing bad. No difference. Smoothness K'aax Ahin: tool used, smooth track. Contestflanged: tool not used, still smooth track. No big difference. Pumping K'aax Ahin: I have noticed none. Contestflanged: I have noticed only one, but this one is taken slowly. No big difference. Pacing K'aax Ahin: good. Contestflanged: good. No difference. Supports K'aax Ahin: many prefabs, cusoms where really needed, in general good customs. Contestflanged: very realistic supporting. Difference in advantage of Contestflanged. Thrill K'aax Ahin: good. Contestflanged: good. No difference. Otherp K'aax Ahin: terrain is used and does involve the coaster itself. Contestflanged: there is no terrain, nor are there trees. It's the designers' choice not having a terrain, nothing is wrong with that. No difference. Because of supports, I am going for Contestflanged as the best track, but it is very close. I nearly can't choose Both teams have done a very good job, that's for sure.As for August, I don't think I will set up anything before I am going on vacation, I will be back the 20th of August, I think I will set up a college or something then, so you can then still send in any track.
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#46
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Congrats guys. Thanks Erik for the time you spent on this.
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