What's new
FORUMS - COASTERFORCE

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Shubinine's dev topic [Cold Front [WIP] pics page 8]

Re: Shubinine's dev topic

Hixee said:
Inspired by Silver Star? :P

Haha I thought about making a bigger scale silver star for a moment, but ended up having a rather unique design in my mind, compared to other B&M Hypers out there... For now I'm stuck trying to create a good, Silver Star-ish turnaround...
 
Re: Shubinine's dev topic

Looks OK, although the banking transition on the entrance looks quite sharp. Might just be the angle of the photo, but it looks fairly tight. The only thing I could find that was similar in shape was Intimidator's turnaround: http://www.rcdb.com/8588.htm?p=29577

EDIT - Where did the images of your turnaround go?
 
Re: Shubinine's dev topic

I removed them as i did not like it and i removed it... Gonna post the pictures of the new one as i have it done
 
Re: Shubinine's dev topic

Sorry for double, but with the help of Xpress the coaster now has a hammerhead

hammerhead.png


hammerhead1.png


Thanks again Xpress!
 
Re: Shubinine's dev topic

Definitely looks promising. I like the turnaround, would have been nice to see something unique rather than a Intimidator copy though.
 
Re: Shubinine's dev topic

So, I have completed the coaster, gonna start supporting now, I'm just gonna post a picture of the lift hill while teasing you with some stats.

bmhypproject11062113134.png


Height:74m / 242f
Top Speed: 131kmh / 82mph
Max Gs:4
Lenght:1924m / 6312f
Total Time on the Ride:2:44

Oh, almost forgot, I would like to ask 1 or 2 of you to be "testers" that would provide me with feedback and suggestions on anything related to the ride.

More updates soon!
 
Re: Shubinine's dev topic

I'll give it a test for you, it'll give me something to do while I'm off from work! :P

MSN or PM me... :)
 
Re: Shubinine's dev topic

I've added you, waiting for your answer.

I would also want to know if there would be any volunteers to help me with 3DS?
 
Re: Shubinine's dev topic

Double... whatever, new pics showing the complete layout and the work on the supports. Also, I've made a little mistake, its 76 meters tall, not 74 :P

Onto the pictures:

bmhypproject11062321333.png
]

bmhypproject11062321340.png


bmhypproject11062321342.png


bmhypproject11062321350.png


bmhypproject11062321350.png


bmhypproject11062321351.png


bmhypproject11062321355.png


bmhypproject11062321364.png
 
Re: Shubinine's dev topic

Update:

I've finished supports, waiting to see if I can find someone to help make some 3ds for this ride and it should be released soon.

shuntfinal1108111321360.png


shuntfinal1108111322050.png


shuntfinal1108111322220.png


shuntfinal1108111322400.png


shuntfinal1108111323260.png


shuntfinal1108111324180.png


shuntfinal1108111325010.png
 
Re: Shubinine's dev topic

Looks nice. don't forget to save your photos as .JPG so it doesn't take forever to load ;)
 
Re: Shubinine's dev topic [Vampire's Hunt Download Link pg.

Welll, where do we start...

The layout started off pretty well, but once it got past the hill after the hammerhead, things started to go south. Forces in the drops were pretty low and weak, and they had transitions that felt like they stretched out just too much. No lead-out going into the MCBR. No leadout going into the final brakes, and pretty much the second half of the layout lost a lot of pacing from the long drawn out pullups.

The layout was way over supported on the hills, and not supported enough on the drops. Remember, B&M supports are exceptionally strong, and for the most part they do not use a lot of supports on their hills.

So now a couple of pointers for future B&M hypers:

B&M uses very round and concise pullups that for the most part hold their force really well, so keep that in mind, and don't be afriad to push the force up around 4G for the first set, and around 3G for the last bits. They also use parabolic airtime hills, which give off pretty much 0g in the center cars, and up around -0.5g in the front cars (just some general numbers).

Overall, I'll have to give it a 5/10, just because it started off great, then basically slowed way down and was almost painful to ride from the MCBR on. MSN me if you want some more pointers and such with Newton :)
 
Re: Shubinine's dev topic [Vampire's Hunt Download Link pg.

Thanks. As probably my next ride will be B&M too i will make sure to contact you with some pointers and that. Also thanks again for the hammerhead :P
 
Re: Shubinine's dev topic [Vampire's Hunt Download Link pg.

I agree with Xpress, but I thought that it was just airtime hills. I know Hypers are all about them, but they were all the layout consisted of except the hammerhead and turnarounds. Maybe have some tight helixes like Behemoth.
 
Re: Shubinine's dev topic [Vampire's Hunt Download Link pg.

B&M uses very round and concise pullups

I'm not sure what you mean by this Xpress. If you mean that the bottoms of the hills have a similar radius throughout then have a look at the more modern hypers. Yes some of the older ones have quite a rounded bottom, but take Intimidator's first drop for example. It flattens out a little at the bottom, I assume this is the same reason why the hills appear to have a small point at the top of them.

Instead of having the highest point of force right at the lowest point (which would create that round shape) the newer B&Ms grab the higher force early on and then maintain it across the bottom. Obviously the trains speed increases so to maintain a constant force, the radius increases slightly to make it level off a little at the bottom.

Hope that makes sense =/. But it's something I noticed when doing my hyper. It's only subtle but hey.
 
Back
Top