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(untitled) Gerstlauer Infinity coaster

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Post November 9th, 2014, 4:01 pm

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So the idea was to make a compact x-car coaster, but it quickly changed after I started working on the coaster in fvd++. It's now a tangled "the smiler" kind of compact infinity coaster with 2 launches.

I'm almost done with the layout but I'm quite unhappy with the "zero-g roll - airtime hill" part. As you can see in the first picture the shaping of the zero-g roll is really awkward also, the train is going way too slow over the airtime hill. I also feel kinda like they ruin the close to ground feeling of the ride by standing so tall. I'd really like to change them but I don't know how to do that without ruining the rest of the track, since (as far as I know) FVD++ doesn't allow you to change anything without ruining everything else. Maybe I should handbuild that part in the nl2 editor?? What do you suggest?
Attachments
xcar 4.png
xcar 1.png
xcar 2.png

Post November 9th, 2014, 5:50 pm

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Post November 11th, 2014, 9:11 am
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Have you tried selecting the entire ride aside from the zero G roll and the air hill and raising it up a bit (or doing the opposite)? The smoothing feature shouldn't wreck it too much assuming you lower everything in the same plane since they're essentially just straight hills. You could also try lowing the vertices manually by double clicking and dropping the height of the peak by 8ft and the outer ones by like 3ft to compensate and make it a bit speedier over the top.

If it was a turn I wouldn't recommend it but since they're hills it'll work.
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Post November 11th, 2014, 9:33 am

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Only thing I could suggest is doing what you said and change it once it's in NL2. You could lower it in FVD and then, through lot of trial and error, get the transitions right to it all lines up properly again.

Post November 11th, 2014, 12:25 pm

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I don't think I can change it in fvd. I mean I can change the position of the whole track but that's about it, but I could just be doing something wrong, I dunno :?: I think the best bet is to try and change it in nl2 later when I'm done with the rest of the layout.

Post November 11th, 2014, 2:10 pm

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Ok, so I tried for a few hours to replace the mentioned section with a handbuilt portion of track. Turns out, it's extremely hard to make smooth transitions with the very vertice-compact fvd created segments. Conclusion: it'll probably be best for my mental health to just leave this one alone.

Post November 11th, 2014, 2:26 pm
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Can you reduce vertex density manually as you approach the hills? I did that to incorporate a vertical loop element and it worked out just fine.
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Post November 13th, 2014, 4:23 pm

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So I'm finished with the layout and I'm far from pleased because I feel like the coaster is not "gerstlauerly" enough, but I just want to finish a project for once so I'm keeping with it.

Anyways, I started making some supports and I don't have a lot of experience so it'd be nice if someone could "critique" what I've done so far.

For anyone wondering, colours are not final, but I'm quite certain it's gonna be a purplish/whitish combo :)
Attachments
screenshot-2014-11-13-23-10-40.png
screenshot-2014-11-13-23-12-19.png
train interaction
screenshot-2014-11-13-22-55-55.png
screenshot-2014-11-13-23-09-55.png
screenshot-2014-11-13-22-56-58.png
screenshot-2014-11-13-22-57-45.png
I tried to make the cobra roll support like the one on "the smiler".

Post November 14th, 2014, 12:18 pm
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Turnaround looks like a decent riff on the new Japanese eurofighter's....thing it has. You might want to make the immelman/dive loop shown in th third picture reach 180 degrees a bit sooner than yours does. Gerstlauer tends to do that.
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Post November 21st, 2014, 10:24 am
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Layout is eh, as you said, not Gerstlauery enough.
Don't like the colors either.


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