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Questions on improving an invert I'm making

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Post September 4th, 2017, 6:17 pm

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I have a question about how I should shape the dive loop for a B&M invert.

This is what the dive loop looks like so far, I'm more wondering if I should change the rotation to clockwise, as this kind of looks janky at the moment... Also, The shaping for the overall curve is at it's best as the train is at the slowest speed I'm comfortable doing (~25mph at the peak of the arc) along with the crest of the dive loop being kind of drawn out as the g-forces get to high at the bottom of the element if it's any shorter. I can't get the curved drop any tighter or else the vertical g's go into the 5g range for like a 3 second period :shock: Any suggestions on how I could improve this?

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Ok, I've done a little testing, and found another solution that's a little better

Post September 10th, 2017, 3:08 pm

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I think only you can tell if its good or not.
If you are not happy with your creation and want to improove it, watch some tutorials.
There are some great vids out there by the developers and the community.
"NoLimits 2 Tutorial" on youtube will do the trick.

Post September 10th, 2017, 3:38 pm

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Location: who cares honestly. do you care? yeah i thought so go find someone else to bother you creep
Olmisery - Today at 12:10
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no that's my job

Post September 10th, 2017, 4:30 pm

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^ Calm down

But yes making your roll points in the opposite direction should fix your problem.
What are these for?

Post September 11th, 2017, 3:21 am
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Olmisery wrote:

Go ahead and kill creativity in what could be a frickin' awesome element...
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Post September 11th, 2017, 5:53 am
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If it works, stick with it. If it feels super awkward, spin it the other way.
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Post September 11th, 2017, 4:02 pm

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Olmisery wrote:

:lol: This is actually kind of what I was thinking. BUT, if anyone remembers DCs's Aiolos terrain invert, he found a really tasteful and effective way to shape a counter-intuitively rolling dive loop. It's possible to be weird and realistic.

It looks to me like you need to play around with the shaping of the track itself, and the rolling should be fine. If you're pulling especially high g's in the curved drop, which I'm assuming you mean to be the stuff before the dive loop, you need to drag the low-ground pull up into a larger circle. If done correctly, you can pull it off without displacing the dive loop at all, and it shouldn't offset speed in the dive loop too much either. And while on the subject of the dive loop, it looks a little "fat." If you thinned out the space between the rise and drop of the dive loop, it would look a little more realistic and probably even out your forces more.
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