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ISON - RLRides Dive Coaster

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Post July 28th, 2015, 2:05 pm

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So been working on this for what feels like years. Quite frankly the hardest track work to get right, but I'm determined to make one of these (on the way to getting a full set of B&Ms made ;) ). This is mainly to start of showing the ride as it's one I want to see to completion. In these screens I've shown bit of layout and some track work. Also the ride's logo (still rough draft, I may change it a bit). I'm struggling to finalise the last half though to stay true to B&M yet bit of a twist to suggestions are welcome. Watch this space.

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Post July 28th, 2015, 2:36 pm

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I don't know about the finale into the station but the rest looks really amazing.
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Post July 28th, 2015, 2:47 pm

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I remember ISON - would've been such a cool comet if it didn't get burned up. Ride looks amazing so far! :D

Post July 28th, 2015, 3:24 pm
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What you have looks excellent and pretty realistic thus far. Excited to see what you do after your MCBR.
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Post July 29th, 2015, 12:12 am
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That turn around between the two inversion is sexy as hell.

Post July 29th, 2015, 7:07 am

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I thought you would want to release a B&M Dive Machine named "ISDN"! :lol:
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Post August 1st, 2015, 3:40 am

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So I've done a layout I like! Finally, it may look simple but I like the way it rides and it feels like a complete package.

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And here's a view from the brake run of the zero-g.

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I'm just learning Sketchup ATM, have been for a while =/ so bare with as what i want to create may take some time, but i've started building a station building, it'll almost be Smiler inspired but bit prettier I hope with clean lines and industrial spacey stuff.

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Post August 1st, 2015, 3:47 am
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Awesome - that 0g interaction is fantastic! Good luck with sketch up - I found the learning curve to be quite shallow so I'm sure you'll be fine. Key things I found to remember where setting the number of sides on your circular elements and using arrays to create multiple iterations of stuff (handrails etc)
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Post August 2nd, 2015, 1:46 pm
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Station/transfer/storage area look pretty neat so far. Any idea what color supports you'll be using?
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Post August 4th, 2015, 4:59 pm

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^ The supports will be the same colour as the track spine. I'm using a fair simple colour palette here (I like to go in the opposite direction as previous projects, where Kite Flyer was all about bright colours, this ride will take a different approach) but hopefully it won't look bland.

So getting the hang of Sketchup really. Finished a staircase for the ride's exit. It's pretty simple but was mainly used as a learning curve. I'm pretty happy with the result! Here's a view of the station and I've been playing around with a few terrain ideas.


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Post August 5th, 2015, 1:24 am
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Post August 5th, 2015, 7:59 am
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Looks excellent. Think you can squeeze in a random box on the side to serve as an elevator to the station top for even more realism?
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Post August 6th, 2015, 4:52 pm

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^ don't worry there will be a lift on the unload side of the station for disabled guests.

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Some painstaking fence work here, but it's slowly getting there. Excited to put a few ideas together.

Post August 6th, 2015, 11:41 pm

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The station for disabled guests... ah that's exactly what we NL2 builders need to think of! 8-)
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Post August 11th, 2015, 12:27 pm

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So been working around the first section of queue and a new lighting feature, gonna play around with it still, it may be simple, but hey I think I like it.

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Where the main entrance will be situated.

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Overview of new queue and theming feature.


I should start supporting soon too before it gets too complicated.

Post August 11th, 2015, 12:40 pm
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They're B&M supports. Shouldn't be too difficult. Neat tunnelish thing you have there. Looks pretty.
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Post August 11th, 2015, 1:12 pm

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I like the look of this. Nice concise layout; I especially like the sequence in the first half. Neat scenery theme. This might sound like a stupid comment, but maybe just for yourself, see how you like the "overall look" of the package with the spine color a slightly lighter shade of gray. It seems to my own eyes and opinion that it's the only aspect of the aesthetic that sort of sticks out / draws my eye too much. Dunno, just a thought.

Post August 14th, 2015, 4:10 pm

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Started supporting the shite outta the lift hill, quite hard with clearances but it's all good now. Decided I didn't like the arty boxy tunnel thing, so ditched it.

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Tight clearances under the lift

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Station progression =)

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Post August 15th, 2015, 8:51 pm

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bob_3_ wrote:
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Tight clearances under the lift


Wondering how tight they are. Close calls! Effective! :)
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Post August 18th, 2015, 1:05 am
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Looking great bob_3 - yet again looking forward to release!
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Post August 20th, 2015, 2:49 pm

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Here's a little video to see the coaster in action.



And here's the ride with supports =).

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Post August 21st, 2015, 1:14 am
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Looks great bob, how are you getting on with the station building etc? I notice you've got some paths in there - it looks like it's coming together well!
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Post September 2nd, 2015, 5:33 pm

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^There's three queue "zones", one is the loop under the ride then up to control before the station, and there are 2 queue extensions, ones underneath the loading platform, and the other is a cattle pen in the shadow of the dive loop.

Here's an overview of the ride as it stands atm, still working on some fiddley bits around the queue line. Few points to point out here, the priority/disabled entrances to the left of the building, and been playing around with tie-spacing, it may be subtle but it makes me happy =)
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Here's a view of the zero-g and disabled access.
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Post September 2nd, 2015, 9:20 pm

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Looks fantastic!! Also where is the music from in your teaser?
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Post September 3rd, 2015, 4:10 am

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I specially love the part where the final brake run interacts with that iconic "Zero-G-Roll"! :D
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