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Kings Island, Banshee

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post July 8th, 2014, 6:47 am

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Update 2.5

I've begun the Track work finally, as of right now, I have the drop done, and I'm slowly working out trying to figure out the next (and one of the more complicated elements on FVD++ The Dive Loop.

BansheeV3
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Last edited by AppalachianCoasters on July 16th, 2014, 12:41 pm, edited 1 time in total.

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Seems like trying to match the overlay in FVD++ would be quite hard.


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Well, I've ridden the ride quite a many times so far. so currently it's basing off Memory, and the overlay. It's only the first official version of the ride (V3) There is going to be many versions, so I'm going to have Right now it's getting the VERY basic shaping going, as I'm not great with FVD yet. It's also testing out how the ride will look out of a first draft.

Also, the Blueprints are accurate, they are not off in anyway. I managed to get some from the a City Department where Kings Island is located at. (Mason)

Image

Image

It's the only comparison I can get, and There isn't a great comparison either. track work is not correct between the two pictures (As in, can't change the settings of the track. Or the FOV)

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Keep in mind that the lift spike is thicker than yours and that may make it appear a bit more off than it is. Also your picture is taken higher off the ground than the real ride's picture. It looks really nice so far and don't totally kill yourself over every little thing.
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Yeah looks good man. Shaping looks pretty good from my eyes!
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Post July 16th, 2014, 2:12 pm

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Alright guys, It's been a while since any updates on here. but I've been updating where else, I over look this site a lot. haha, anyways. I've worked on the Dive Loop, the Loop, Zero-G, Pretzel Loop, and the second Loop already. I should have been done with the barrel-roll by now, but I'm a day behind, almost two. So, I'm still not speeding up the process, but I'm still working out the details needed.

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Post July 16th, 2014, 3:09 pm

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Post July 17th, 2014, 6:41 pm

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I've finally completed the circut track of Banshee V4, the only problem I am facing, is that I am currently loosing 200 feet of track somewhere.

Post July 17th, 2014, 8:53 pm

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Hm, can you post a complete circuit picture? or even better have some people beta test it.

Post July 18th, 2014, 6:25 am

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I think this credit is making a lot of NL builders want to recreate the same thing, because of the layout which knows the preference of thrill seekers! Reborn SOB! SOn the Best! :)
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Post July 18th, 2014, 12:06 pm
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Seeing as your working from the topo I'd imagine you've lost it in an element like a loop or something... Is your station/brake sectiosn etc. low enough?
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Post July 19th, 2014, 2:42 pm

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Post July 20th, 2014, 2:02 pm
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WOW WOW WOW, this is looking fantastic!
Have you considered a beta session for this?

Post July 21st, 2014, 5:41 am
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Looks great :) Don't forget to add the flanges once the supports are finalised!
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Post July 23rd, 2014, 4:55 am
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Coming along nicely. I did notice two small errors:
Image
The first one should not all split from the same joint, but instead move along to the left and be more like the standard prefab. As for the second over the top support, the track connector is placed further to the right, so I suggest you move the whole support to the left by 3ft.
The rest of the supports are pretty much spot on.
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Post July 23rd, 2014, 7:15 am
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I swear this game is a grossly inefficient visual trainer.
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Post July 23rd, 2014, 11:04 am
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