Thunderhead is a wooden roller coaster located at Dollywood in Pigeon Forge, Tennessee. This is a recreation of it made by me, plantoris, with the program No Limits 2.
I haven't thrown down a rate in a long time, but I absolutely had to for this. This is exquisite, dude. You freaking nailed it. You are so good at capturing the GCI sensation so there's nobody more qualified to recreate this complex and epic GCI. Awesome job.
Since this recreation was uploaded under 'realistic' instead of 'recreation', and it seems that can't be changed after the fact, I'll simply substitute the categories here in the comment, giving you the same average score regardless.
Trackwork Accuracy - 9.75 - This felt really good to ride. There were a couple of spots where I think the transition was a bit too tight*, but overall I don't have any real complaints.
Pacing Accuracy - 10 - Absolutely dead on.
Attention To Detail - 9.5 - So much love has been shoved into this really tight foot-print. Control boxes by the brakes, C-beam bracing supports (instead of lazy I-beams), planks on the cross-ties placed over years of service, and the numerous places where side supports were meticulously placed all add up to a really immersive chunk of a theme park. A joy to walk around in.
Scenery Accuracy - 9.5 - As far as I can tell, I don't see much amiss. I might've liked to have seen it go just a little further out, perhaps to include the drop ride and some of the scenery there since it is right next to the first major turning element.
Degree of Difficulty - 9 - Ambitious of you to go after something like Thunderhead for such a detailed recreation. A lot of hours were put into this for sure, and I think it was well worth it.
*when transitioning from dip to hill (curving up to curving down) the trains seem to snap instantaneously. Now, they do snap really hard in real life, but being real life and not a simulation the instantaneous change in direction isn't possible and we settle for really really fast instead. I only mention this because it seems as though strict nodes were used to get the affect of those snappy GCI transitions, though I think there's a better way to emulate them within the sim using FVD++ geometric sections.
Don't often download tracks anymore, as life gets rather busy, but i'm definitely making an exception for this. just downloaded it so im only leaving a comment for now, but i'll update it with numbers in a little bit