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3 Qeustions I should know but don't.

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Post August 7th, 2011, 1:44 pm

Posts: 66
Points on hand: 96.00 Points
Location: new port richey, florida, USA
I know evrey one should know these simple qeustions but im a retard and i dont. can anyone help me?

1.What and how do you heartline?

2. How do you keep g's in check?

3.what does GCI mean?
"An artist can paint a picture on a canvas, but a musician can paint a picture on silence."

Post August 7th, 2011, 1:58 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
1. You heartline the track- the purpose being the elimination of lateral forces. You heartline by displacing the track around the place approximately in location of the human heart while the riders sit in the train, thus designing the roller coaster track around the action that the riders will take; optimally (for tracks that use heartlines- some use different levels of it and some use the heartline different heights off the track) rotating the human body without moving the heartline.

Hard to explain, easy to show lol.
http://www.rcdb.com/139.htm?p=812

-You can use the AHG or Automatic Heartline Generator tool (find it here / tutorial is located here. - AHG takes practice)

OR

-You can manually build your track by hand while respecting your heartline of choice. The in-editor heartline (in the editor > Display > Show Heartline) is approximately 1.1 or 1.3 meters off the track? Someone correct me, I'm not 100% sure.




2. Keep them in check by making sure the radii of pull-ups, turns, crests, and other misc. maneuvers are appropriate sizes. Don't allow vertical g's to drop too low or rise too high (negative vertical g's are airtime forces and occur on hill crests, etc. and positive vertical g's occur during helices, pull-ups, etc.). Don't allow lateral g's to vary too far left or right. Lats are the forces you experience on Mad Mouse or Crazy Mouse turns, when banking is less than perfectly sufficient. Some rides have a purpose to produce lateral forces, but it's still important to keep them low.

The restrictions and regions of utilizing forces differ between ride styles and company styles, but to general constrain them to an absolute limit:

4.8 to 5.0 positive g's (very powerful, don't sustain duration of this level of force)
-1.5 to -1.6 & 1.5 to 1.6 lateral g's (very painful and excessive)
-1.4 to -1.5 negative g's (-1.5 is A LOT- try not to get there)




3. GCI means Great Coasters International. They design wooden roller coasters, i.e. Renegade, Troy, Lightning Racer, Kentucky Rumbler, etc.

Post August 7th, 2011, 2:03 pm

Posts: 66
Points on hand: 96.00 Points
Location: new port richey, florida, USA
oohh thankyou this helped soo much :) i can now start dessinging non horrable coasters. ive had alot of desings in mind but they never turned out so good so now i can attempthem again. you helped me soo much. thank you :D
"An artist can paint a picture on a canvas, but a musician can paint a picture on silence."

Post August 7th, 2011, 2:09 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
All it takes is practice bro. You can find all sorts of tools to assist your designs on the Internet and especially here on Coastercrazy. You can also try out Newton, which allows you to place track and make your roller coaster by your designation of forces and the duration they are held and take to transition- that's something that could help you practice your track work in regard to level of forces.

Otherwise, I assume you'll be using your hands to build. That's usually how I do it. You'll want to pay frequent mind to the bar at the top of the screen in the simulator that reads your forces. Sometimes you can operate on 50% speed to slow down the rate and catch any hidden force spikes. Just make sure you check it as you go so you don't have to lose progress by going back to edit!

Post August 7th, 2011, 5:10 pm

Posts: 510
Points on hand: 1,385.00 Points
To clarify a little more:

1.

As was briefly mentioned, Newton 2 automatically heartlines your track, with an adjustable heartline distance. Sitdown coasters have a positive heartline, inverted coasters have a negative heartline. The coaster type with the greatest heartline distance is the B&M standup. The types with the smallest heartline distance are the flying coaster and Vekoma/Arrow sitdown.

Note: Heartlining only eliminates lateral forces for a one car, one seat wide train. The reason is that in a real train, each car will pass over a given point on the track at a slightly different speed (this is why first drops are often more intense in the back seat) and the heartline runs directly between the left and right seats. Since the riders are actually a couple feet to either side of the heartline, during a banking transition they will experience lateral forces. The wider the train, the greater the lateral forces, so a B&M cannot transition quite as fast as an Intamin or Vekoma. For this reason, be very carefully to keep the banking transitions gradual and smooth when you build a Dive Machine; the trains are even wider than normal, and NL cannot simulating how strong the lats really are.

2. Absolute force limits vary based on the coaster type, but the maximum is usually in the range described by GerstlCrazy. On most steel coasters, you should only experience lateral forces on banking transitions, but wooden coasters usually sustain lateral forces on their turns.

Airtime can be ranked according to the following scale.

1.0 to 0.1: Faux airtime. This is what you experience if you drive a car over a hill at high speed, but without your tires leaving the ground. Avoid this on airtime hills if you want a good Adrenaline score.

0.0 to -0.2 Gs: Floater air. As the name suggests, this is close to 0 gs and makes you feel like you're floating in the air.

-0.3 to -0.5 Gs: Weak ejector air. At this point and beyond, if there were no restraints you'd go flying through the air. B&M Hypers rarely exceed this level.

-0.6 to -1.0 Gs: moderate ejector air. The upper end of this is what you'd experience hanging upside-down in a stationary train on flat track. This is acceptable for most coaster types.

-1.1 to -1.5 Gs: strong ejector air. Pretty intense stuff. This is probably most common on Intamins, including prefab woodies like El Toro. You might also experience forces in this range on a Screaming Squirrel. Sustained too long, this can get painful.

-1.6 to -1.8 Gs: extreme ejector air. Forces this strong can be painful, and shouldn't be sustained for long.

-1.9 and below Gs: unsafe. Do not pull forces this strong, except for a TINY fraction of a second.
Originally posted by dcs221
\n"they see me trollin', they hatin'..." -Omnigeek6

Chamillionaire you are not...but white and nerdy, yes.


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