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Inversion rule of thumb, please?

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Post July 16th, 2017, 4:17 pm

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Post July 17th, 2017, 5:25 am
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Rule of thumb for what exactly?
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Post July 17th, 2017, 9:02 am

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My bad. It's a very vague post. I wanted to know inversion rules of thumbs. I mainly wanted to know how many inversions are too many for one coaster and if 10 - 15 is acceptable realistically (despite my name :D). But any other tid bits about inversions would be helpful.

Post July 17th, 2017, 9:18 am

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Most inversions on a rollercoaster is the Smiler with 14.

Post July 17th, 2017, 9:55 am
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10 is also fairly common given the Intamin 10-loop models.

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Post July 17th, 2017, 10:35 am

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Anywhere from 3 to 7 seems like an extremely common number. No reason you couldn't make a ride with 15 inversions, tho you'd have to be careful to not make it feel too repetitive.
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Post July 17th, 2017, 11:05 am

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Up to 20, IMHO, if combined well! Let's have high hopes for inversions! :D
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Post July 17th, 2017, 10:55 pm

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I would say that it depends almost entirely on what style of coaster you are trying to create / emulate the style of.

As said, Smiler, an Infinity Coaster model from Gerstlauer, has 14 inversions. Personally I wouldn't go more than that because it is, in my own opinion, just gratuitous. The same coaster model has a layout with 1 inversion (Schwur des Kärnan at Hansa Park).
Also as mentioned, if you want to make an Intamin compact 10-inversion type, go check out videos of Colossus at Thorpe Park or Altair at Cinecittà World. Intamin has also made some custom models such as Fahrenheit at Hersheypark with 6 inversions.
If you're wanting to make a B&M multi-looper; say, an inverted coaster, floorless coaster, stand-up coaster, sit-down coaster, wing coaster, whatever; they range anywhere from like 4 to 7 inversions. Although, some are as low as 3 and as high as 8 (see Dragon Khan at PortAventura). You really do have a lot of freedom with B&M in terms of both train style and inversion count.
If you want to make an older classic Arrow Dynamics large multi-looper, check out ones like Vortex at Kings Island, Viper at Six Flags Magic Mountain, the defunct Shockwave at Six Flags Great America.
Rocky Mountain Construction - eh, pick a number. Some have zero and we haven't seen the completed Mean Streak or Hurler yet.
I could go on but you get the idea. Think about what you're really trying to design and go check out real world examples carefully.

If all else fails, just bend the "rules" and make whatever the heck ya want.
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Post July 18th, 2017, 9:10 am

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tiepilot35 wrote:
Rocky Mountain Construction - eh, pick a number. Some have zero and we haven't seen the completed Mean Streak or Hurler yet.
I could go on but you get the idea. Think about what you're really trying to design and go check out real world examples carefully.

If all else fails, just bend the "rules" and make whatever the heck ya want.

Not sure if I've seen anyone advertise a 'most inversions on a woodie' record yet, so maybe you could do that.
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Post July 21st, 2017, 3:41 pm
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Unrealistic Coasters wrote:
My bad. It's a very vague post. I wanted to know inversion rules of thumbs. I mainly wanted to know how many inversions are too many for one coaster and if 10 - 15 is acceptable realistically (despite my name :D). But any other tid bits about inversions would be helpful.

There is no rule. Do what feels good for you. Just as long it's still fun and not repetitive in your eyes. Don't limit yourself on what certain companies haven't done yet.
(12+ years ago people complained a Zero G stall was a badly designed zero g roll. But look what RMC is doing now all over the place. ;) )
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