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Lofty's Dev Topic - New Update. Page 2!

Lofty

CF Legend
Hi all,

Seen as everyone else and their dogs are doing dev topics I thought I should start!

Below is Zero Degrees; It's a Gerstlauer Eurofighter (Imagine it to be using the 6 seater trains). It has 3 inversions and a 'Hang Time' section before the drop.

Anyway, here are some images:

The drop with "Hang Time":


Also, the final inversion:
 
I like the supports a lot, especially of the water. This does look interesting, cant wait to see more.
 
Looks nice! I agree with the supporting, apart from the lift hill tower. It'll look better with I-Beams like the other Euro-Fighters...
 
Jer - Thanks a lot, It will be released very soon, another update either tonight or tomorrow!

Brookes -Thank you, I'm just hand building it, I don't use any tools for anything on NL. I find them harder to use compared to just hand building lol!

Uncle Arly - Thanks, Yeah, I did use I-Beams, but it just didn't work or look that good to be totally honest, that's why it was changed to look this way!

Update either tonight or tomorrow morning!
 
Agh. Tripple post. Oh well..

Bit of a bump. Seen as my Mac is being a tool and won't actually let me record video, well it does but LAGS so much. I thought I'd just go ahead and release the track.

So here it is:

33ml75v.png


http://www.mediafire.com/file/xdjk270b9 ... es.nltrack
 
Wow I actually really liked it. Supports were nice, environment was nice, and the coaster was fantastic. There seemed to be slight (very slight) pacing problems but other than that it's really really good.

9/10
 
Right, I'll start with the one negative point. The holding brake pause thing at the top of the drop didn't really do anything for me. It just didn't really work and feel like a part of the track.

Now for the good points! The layout was good, a nice compact layout with a great flow of elements. This was helped by the fact that the track was very smooth and pump-free. Supports were nice and the colours were also good.

Overall good, but the holding brake didn't fit with great flow of the rest of the layout. 8/10
 
Thanks both of you.

The pacing with it, I had to ad a break on it so it flowed better, the immelman type element used to be very intense and FLY through it, that's why I added the large trim break to it that isn't apparent unless you're in editor.

The reason I added the holding break was because the new "Dare Devil Dive" has actually got a slight holding break on the first drop, I think it was reported when it was announced. This coaster was pretty heavily influenced by that and also Anubis.

As I said, thanks a lot!
 
I actually preferred it without the holding brake, even though at the MCBR slowed the train down as it was going faster. It just worked! I did a e-stop test, the train barely managed to get through the last section, and found that a train got stuck at the first set of kicker wheels before the lift. I don't know why it did that, even on the wheels =/
 
It may be due to the fact that I changed the acceleration and braking to fit with the pre lift novelties of a Eurofighter. By this I mean in which the train moves slowly, crawls to a stop just before the lift and then gently starts up again.

I don't ever really do E-Stop test to be totally honest with you Mushroom. I never find them necessary as I just like to ride the coasters in Nl and am never going to work for a coaster company so find it pointless to do so?
 
Eurofighter:

Appeared to be a great coaster at first impressions. Holding brake wasn't my "cup of tea" and the problems with the elements could have been resolved with some more thought into element height/shape/ect. There were some bumps and pumps in some of the rolls, but otherwise it was a fun layout. 7/10

Also regarding the heavy segment use: You only need to use what gives you the best control. High segment counts like this can actually be detrimental rather than beneficial, as they can cause all kinds of bumps or small pumps and such. This is just a suggestion, bu you could very well have accomplished the same with less than half the segments in the dive loop/immelman. Lesser segments can actually be more flowing and give you better control over elements, just be sure to use even segment spacing in banked elements, as it will keep bumps down to a minimum. Again, just a suggestion... ;)

As for the blitz, looks like a typical blitz coaster to me... :?
 
Xpress; Thanks for your comments on the Eurofighter. Appreciate it. About the number of segments, I use that many because with less, I couldn't get the feel of the banking proper with less, and yea, I did try with less, that's why more was added.

To do with the comment of "Typical Blitz Coaster", seen as there to this day has only been one built, that's not hard :lol: . A new image will be coming tomorrow :)
 
-lofty- said:
Xpress; Thanks for your comments on the Eurofighter. Appreciate it. About the number of segments, I use that many because with less, I couldn't get the feel of the banking proper with less, and yea, I did try with less, that's why more was added.

I would suggest using the AHG if you use that many segments, but I know you won't, so again, it's just a suggestion... :)

To do with the comment of "Typical Blitz Coaster", seen as there to this day has only been one built, that's not hard :lol: . A new image will be coming tomorrow :)

Well I was talking more about all of the NL blitz coasters out there, everyone pretty much starts like that.. ;)
 
^ Oh, Ok. Moving on.. ;)

Here's two more shots..
bgpm60.jpg


& a funky turn..
2nvx95h.jpg


Your usual Blitz Coaster now Xpress ;) ?
 
I would suggest using the AHG if you use that many segments, but I know you won't, so again, it's just a suggestion... :)

To do with the comment of "Typical Blitz Coaster", seen as there to this day has only been one built, that's not hard :lol: . A new image will be coming tomorrow :)

Well I was talking more about all of the NL blitz coasters out there, everyone pretty much starts like that.. ;)[/quote]
 
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