And the last of three gets a special place, because the post was too long
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Black Pearl - A look in the Editor
I start off in the station. First thing I notice when being in the station, is that my feet are probably touching the grass. This is due to my Editor not correctly displaying the coaster type: the heartline is underneath the track.
Then I go up the lift hill, which I think is of about correct angle, but the supports are very simple. I suggest placing some horizontal bracing to strengthen this. The top of the lift hill, where the train goes slowly and thus has about 1 G of vertical G force, the track is not supported for a large distance, where I think an extra connection might be needed.
Then there is a very steep first drop, ending in a very tight curve, which looks to me like the forces will be too high. After this, the track leads in to a bend. Often the error is made that the banking already begins when still going down and having a lot of positive G forces. This error is not made in this track, which is good. The curve itself is elliptic, which is quite unusual. This will cause high forces in the sharp section.
Then there is an overbank, which could be seen as tilted looping. Banking in this overbank looks very good in the Editor.
After this, we go straight into a zero G roll, which is not heartlined correctly. When viewing in the direction of the zero G roll, you can see that the heartline is wrapped around the track when it twists, but it should be the other way around: the heartline should be straight having about zero G force (thus should be a parabola), and the track wrapping around the heartline. When viewed from the side, the zero G roll looks very smooth.
In the next inversion, the fact that this is a flying coaster, is used. By a half-loop the track switches 180 degrees, and directly it switches back. However on the entire track, it is the only section which uses the flyer concept. I think you could better have made just a sit-down coaster: if you had flipped 180 degrees both before and after the inversion, you would have a legitime sit-down coaster inversion, and even a quite cool one.
Now comes a bend which is correctly banked, leading out via a barrel roll, which is heartlined, going into another bend. This is all very smooth.
Then I see a final, small, helix. I think the banking is okay, and the small radius gives big forces, which is a good punch for the riders at the end of the ride. Then comes the brake section which consists of three parts. The transition between the first and second is descending, which I wouldn't have done this way: it would be better to let the first brake section descend itself, which would make wheels obsolete.
The supports are nothing special, at some spots there are too few supports, like in the very first bend. Remind that when the train makes, for example, 4 G, it pulls on the track with a force equal to four times its weight, which cannot possibly be hold by these few supports: you need more on this section. You can only do with few supports when there is near zero force. For example the valley before the pretzel thing you DO have many supports, and here it is needed.
Custom supports on the pretzel stuff are too weak: it can very easily fall sideways because nothing prevents it from doing so.
The terrain is decent, although maybe a smoother coast line could have been made. On-land, the terrain is for 99% flat, which is I think strange, especially because the island is NOT flat. You used different types of trees, which is good, and there are a good amount of them. Maybe you can place a few a bit further away from the track.
- A look in the Simulator
The Simulator shows this ride as a looping coaster, so that makes correct collision-checking harder to do. It was a guess that this is a flying coaster, because in any other coaster type, the pretzel inversion will give deadly negative forces. However, you only made use of the flyer concept once, which I think is too few. It is basically just an inverted coaster with one "flyer element". I would say you add at least one more pair of 180 degree flips, to bring more variation.
I had to looked at the G-forces "with a minus sign", but since I noticed a -7 G force, your coaster must have had about +7, which is I think too much, also in a lying-down position. It is in the sharpest section of the first bend.
The color scheme is unusual, I don't know many outdoor coasters with pitch-black track, but it is okay. The amount of trains is also sufficient, but three brake segments is too much for just two trains. You could have added a third train maybe, but then you would have needed a mid course brake run. I suggest removing at least one of the final brake sections. I do have the feling that eight cars is quite a lot, but it is not a problem.