Megalodon is my newest ride, a hyper coaster built with Maurer Sohne Xcar trains. Megalodon is an airtime machine pulling -1.4 in the front row on the first airtime hill (thats El Toro strength back row)
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Stats:
Height: 215ft
Speed: 75mph
Length: 4,544ft
Max+ gs: 5.0
Max- gs: -1.4
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This ride is as always 100% hand built by me and i'm awwfully proud of it, it has a smooth layout, great airtime, and is a lot of fun to ride. Enjoy everyone!
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I've may one of the best computers on this site and I don't even work on the best computer in my house. This thing rips 100 fps on almost every ride and very very rarely get under 90. I found several spikes. One with 5 gs, one with 5.7. Then the -2.1 on the entrance to the MCBR. Not only that, I saw a -3.4 Acceleration g spike on it. You really need to make that entrance so much smoother and clear the jerk out of there. That would hurt and possibly break noses.
CKMWM, how in hell did you get that low for a max? Is that what you got at the bottom of the drop?
Actually I'm a very happy person. You said two false statements and I proved them both wrong. You can't try and put me down for correcting you on something you called into question, sorry. Won't work on me.
I still dont understand where you're getting that number from, My computer is fast too and I just rode the coaster back row and did not get that. I'm sorry for cursing and acting all tough and poop, I've just been pretty stressed between work and school and in that stress mistook your comments as an attack, sorry.
as for the stats, the length is off I know because I had those stats saved before I added the final helix which added a good deal of track. The height, well thats just 1', and the gs, we're getting different numbers.
Not making numbers up, that would be stupid. My computer is very fast...but just for you two I turned all settings other than resolution down from the highest to the lowest, and get 100fps...and still see forces exceeding 5.5. Some rides stayed around 5.5, whereas others exceeded that value on 100%, 50%, and 25% speed.
Jer, if you want to talk trash, don't go throwing the F bomb around like it makes you a big person. It doesn't. Nobody was talking bad about you or your ride...I was commenting on both your attitude (the superficial thanks you gave ckmwm) and one of the ride's qualities (excessive force in one area). Calm down kid.
5.5 is still excessive, especially after after -1.1 on the drop. That's a VERY extreme change in a very short time. To have such high forces on a Maurer Sohne ride is not within that design style for safety reasons, and if I were rating, I would take off for it.
BTW, also got somewhere around -2 entering the MCBR. Did you even test this ride?
Almost all of your listed stats are off...maybe you uploaded the wrong ride?
214' vs. 215'
4891' vs. 4544'
5.5+G vs. 5G
~-2G vs. -1.4G
I couldn't get it above 5.4 anywhere Dcs221, and aside from that one spot (bottom of the drop) it was 4.5ish at the most for the rest of the ride. Either you're making numbers up or your computer is being DERPITY DERP.
Except it doesn't exceed 5.5, it just meets 5.5. Dude I built the love coaster I know the forces, it does not exceed 5.5 which in technicality is safe.
I did not say 5...I said over 5.5. There is a very significant difference. When you exceed 5.5, you start to get into the uncomfortable range, and is not at all characteristic of a Maurer Sohne coaster. It's actually not characteristic of any current prominent coaster designer.
If you want to talk a big game like you have been trying to, then back it up.
It's how the G's are applied, not so much the amount of G's. You go from -1.2 or 3 or whatever down to around +4.5, which is quite a jarring transition.
The Schwarzkopfs usually have an absurdly large leadin to their high G loops so they go from around 2+G's to 5G's, which is a bit different than what you did. You can see this in the links I'll post below. I'm sorry I wasn't clear about that earlier.
"I was hoping to get a 10 because my turnaround is sick but I don't want people to think that so I'll thank you, then slyly add an 'I guess' to the end."
That's what I read, anyways. lol.
Might also want to not have over 5.5G on your next ride, unless you're making an old Schwarzkoph. Just a suggestion.
Overall, really enjoyable ride. The best thing about not choosing Intamin or B&M track to make your hyper coaster is that people will not immediately expect to see elements or layouts similar to the respective company, even if you were to mention that your coaster is more "freestyle" based. I think this helped out your coaster a lot, as some of the elements seemed funky, yet planned out pretty well, and fit good with the track type you chose. There were obvious sections that could have been smoother or could have had smoother transitions, but for being built by hand, the track work was not terrible. I really liked the double down and double up elements you used which you usually don't see on modern steel coasters. The fact that you incorporated a slight change of direction in the double up/down moments really made them more interesting. Nice work.
I tinkered around with your track a bit. Trackwork was acceptable for the most part. You have a couple obvious mistakes, otherwise it wasn't too bad. I won't mention little pumps since I imagine you know they're there already and that would pointless.
The drop was fine and the small hill after it. You first big oopsie was the first big hill with the turn at the top. Raising the top vertex or lower the vertex before the horizontal one at the peak would eliminate that big pump. Assume you didn't raise the middle one for pacing reasons.
The next weird thing you did was the little hill before the first overbank. The hill squiggles in a bit more of an S shape I'd imagine than you intended. You can fix this by first straightening the vertex at the peak of the little hill, and then crtl g the one before the overbank, and it'll work a bit better. You could also raise that segment up a bit to iron out the small pump there too. The valley after your wonky helix could be raised up a bit to alleviate the pump out of the helix on the descent. This would also lower the positive G's a tad.
If you want to make the ride a bit more like HRRR, look at how it enters and exits the MCBR. They don't really heartline that turn at all because it's going to slow that it does need it. Your ride flys through the MCBR, so maybe raise it up a bit next time so you can do the no heartline thing and make it more Maurer like. Gerstlauer likes to do this too. Additionally, having a higher MCBR will make it easier for the train to finish the circuit in an Estop.
Your turn is overbanked at the bottom of the valley that is before the double down before the overbank before the helix (that sounds retarded doesn't it?).
Final helix is overbanked at the peak by 10-20 degrees, maybe more.
Supports are pretty good, but I think you needeed more on the lifthill and hills after it until you get to the first helix.
Common Trackwork Issues:
1. You like to make your downhill sections pump by making the radius get a tad smaller. Watch this in the future.
2. You overbank many of the turns. This is really obvious on the entrance of the final helix.
3. G's were a bit violent in places. -1.3 to 4.5 G's is a bit of a transition. Try not to go as crazy with the G's.
4. Entrances to brakes seem a bit sudden. I would recommend building the brakes first and then smoothing behind them so you have a less sudden and smoother entrance.
5. Try using at least double the amount of vertices you have now. It will keep the in editor smoother from making things squiggley and you'll have a bit more control.
Layout was neat and I liked it a ton. The helices were very Maurer like and different from the normal. Nice ride overall, just work on pumping and what I mentioned above. It was nice to get a track I could tinker around with.