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Old 09-01-2006, 09:12 AM
Erik Leppen's Avatar
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Location: Huizen, Netherlands
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September 2006 NoLimits College

For the month of September, we are continuing the College. You can send in any track, but you can send in only one track per person. The next track you can send in next month.

Here are some tips for tracks you send in.
  • You have to be able to handle constructive criticism.
  • If you have a track which you have a special question about, consider sending in that track.
  • If you have a special question about the track you send in, put it in the Track Info. This way, I can pay special attention to your question.
  • Send in a track of which you think it is a above-average one (for your level). If you send in a track that you think is bad (compared to your other rides) then it is probably bad and in the review, you might get a lot of information you already know.
  • There is no winner or loser, so also if you are a beginner, just send in a track and see what happens.

Please also consider the following.
  • My trackpackager doesn't work very well, please only send .nltrack files, no packages.
  • You can upload the track to SpeedZone like you normally do, but check the box "enter this track for this month's contest".

And, most important of all, keep on building coasters.
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Last edited by Erik Leppen; 09-01-2006 at 09:15 AM..
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Old 09-27-2006, 09:20 PM
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http://thrillnetwork.com/speedzone/view.php?file=2204

My (WIP) entry.
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Old 10-01-2006, 03:39 AM
Erik Leppen's Avatar
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Is it true that I have only three entries?
  • I have Kumali from 02spercy.
  • I have Rapture from Nightmare500.
  • I have Black Pearl from Worm.
If you have entered a track not on this list, please post a link.
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Old 10-11-2006, 05:20 PM
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When can we expect feedback?
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Old 10-15-2006, 09:35 AM
Erik Leppen's Avatar
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You can expect feedback now. I am sorry it took so long, but school is taking a lot of time suddenly and in my spare time I keep forgetting about TN... Anyhow, here are the comments. If you have questions, be sure to ask them. You can ask in this topic or by PM.

--------------------


Kumali

- A look in the Editor
I directly noticed a home-made station building and some other home-made structures, which are I think very nice. A lot of time is spent on making the waiting line, station building and the fence. Now to the ride itself.
The lift hill has a good angle, and I notice the top part of the lift hill is quite sharp. Because the train goes very slow there, it doesn't really matter.
Then a helix, with an odd lead-out. You end the curve and afterwards you correct the banking. This should go simultaniously, with that I mean that there should be a smooth lead-out where the banking slowly goes to zero and at the same time, the track slowly goes to straight.
When going down the looping, all passengers' feet have been ripped of by a horizontal support beam. Ouch. Directly after the looping you are going very low to the ground.
The cobra roll looks very good, and both inversions are well supported. The zero G roll looks smooth and is well supported.
Then the helix. When starting he helix, I notice a bump in the Editor, it is the vertex lowest to the ground. The same happens near its end, when going up towards the brake run. The supports are fair, nothing special here however. After that, the train returns to the station following a brake run with a storage rail for a second train. The idea of this storage rail is original but the tracks are of a different scale. Then I approach the station again and leave the ride. Without feet however.
I see some trees scattered around the coaster area, which is good. However not a lot of attention is paid to the terrain, it is way too blocky. That might be on purpose, but terrain is

- A look in the Simulator
I have ridden your coaster in the Simulator. It is very smooth all over, but I did notice some high G forces. I got 5,5 G's in the looping, but since it's only very short, it is not much of a problem. I got 1+ lateral G's in the cobra roll, but I think that is very hard to prevent. However it is a bit problematic. The forces in the zero G roll are very good.
I think the coaster is exciting, enhance by the fact that there are some buildings around. For example the first drop comes close to the "tent" bulding at the Entrance.
As for supports, I didn't see big problems in supports, but I am wondering why the "tent" building at the entrance is not closed.
All in all this is a very good ride. Maybe the choice of orange for the supports is a bit odd, I would have preferred a more browny color since you are using a lot of wood for the structures.
Two trains is a good amount for the coaster, as it is not a huge ride. Coasters of this type tend to have a low capacity, but I think that ten cars is neither too few nor to much.

--------------------

Rapture

- A look in the Editor
I start off in the station. The track going right out of the station is not supported by a support tube. The only support will be the brick wall of the station building and possibly something underneath the statino building which we cannot see.
The supports of the lifthill are good. They have cross-sections in one direction, but have none in the other two directions. This is not really a problem since there is basically only one directino which has to be secured.
The first drop is going right undernath another track, giving the first head chopper right away. The first drop is very smooth.
Then the track slowly banks to a bend having near-correct lead-in and lead-out. I see the track bank and heartline already before the heartline goes sideways. This is very minor so it will not be a problem during rides, but it is just something I notice.
Then track goes over the first drop, giving some airtime, followed by a nice bend giving some positive G's.
Then there is some trick-track kind of stuff, the track doesn't go sideways but there is banking, thus causing 1 lateral G-forces.
Then there is another small airtime hill, which is between two bends. Both bends are heartlined correctly and everything is very smooth.
Then there is the final bend going into the brake section.

I have two important remarks. First, a big part of the track is low to the ground. Therefore it is very inefficient to use box-spined track. I had been a lot cheaper to use flat track on the final bend and triangular track on most other sections. The only part of the track I would have given box-spine is the first drop.
Second, the coaster is very short. I believe a coaster of this size could easly have been somewhat longer. The height is almost 40 m, but the track is only 660 m long. I think you should have made the track a bit longer.

Lastly, I do not really see the point of having a terrain, since 99% of the land is flat. I suggest making some hills around the track, or water or something else, but just flat land is unrealistic.

- A look in the Simulator
The coaster is very smooth over the entire track. I did not notice high G-forces. The color scheme is quite odd (I am referring to the white bottom spines) but I like it a lot. There are no collisions with trees whatsoever, which is ofcourse okay. The supports are I think sufficient everywhere and not overdone. Except maybe for the lift hill, where you could just as easily have used tubes, since the lift hill is not so tall anyway. The section I called trick track gave 0.9 G. In a hyper coaster this is a lot, but it is not dangerous or something like that, so this is not a big problem. However I think it is a bit uncomfortable. The coaster is fairly fast, also over the hills, which gives quite a rush to the riders, but I still think it is too short.
Placing all those trees has to have been a lot of work by the way. There ar etwo trains, which is a good amount for a coaster of this size: three would be too many and one would be too few. The length of the train is also okay.
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Old 10-15-2006, 09:38 AM
Erik Leppen's Avatar
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And the last of three gets a special place, because the post was too long

--------------------

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.
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