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badboi787's No Limits coasters.

badboi787

TS Member
Hello, heres a topic for my current and future No Limits creations. I'm a bit well, not good on No Limits only learning to do custom supports and making rides smooth, so don't expect too much of me! ;)

Heres a coaster that has been sitting on my hard drive for a month ago to start us off.



Name: Speed
Type: Gerstlauer Launched Eurofighter
Max Speed: 52mph
Max pph: 1015pph
Inversions: 3
Cars: 4

Download: http://www.mediafire.com/?gxu0fzh1clokvi1.
Pictures: http://imgur.com/a/VdJgw#0 (Be careful, theres loads of duplicates there!)
Video: Speed - A No Limits coaster
PS: This ride is also the first that I've used custom supports on, so sorry if they're unrealistic!

Feedback would very much be appreciated
 
I like it a lot but think the pacing on the loop may be slightly out. Other than that, well done!

There really is that many mistakes in my posts?! Damn this Tapatalk milarky! :)
 
Not to sound harsh, but the timings are all out, the turns are a bit too choppy and there's huge pacing problems throughout.

Its not too bad though, some work on it and it could be good!
 
AdamJ said:
Not to sound harsh, but the timings are all out, the turns are a bit too choppy and there's huge pacing problems throughout.

Its not too bad though, some work on it and it could be good!
Poison Tom 96 said:
I like it a lot but think the pacing on the loop may be slightly out. Other than that, well done!

There really is that many mistakes in my posts?! Damn this Tapatalk milarky! :)

Thanks for the feedback guys, I've noted down the pacing problems and the choppy turns so it hopefully wont be present in my next coaster.
 
My new coaster in the works!

S4cmR8n.jpg
 
The immelmann and loop have excellent shaping, and the layout looks fairly new.

Now onto the criticism. Firstly, the barrel roll does not look like it is heartlined (although it is quite far away, and so difficult to tell). Secondly, as the drop is straight- you have to check to see that the trains don't collide at the drop. The lift-hill looks too steep as well. Also, the pull-out of the immlemann looks to long. Finally, the zero-G should be flatter at the top.

Remember, when making a coaster, you have to shape around the heartline (especially at lateral rotations and banking), so keeping the lateral G's in check.

If you sort out these problems, the coaster should definitely have an interesting layout. :)
 
Thanks for your feedback Nick. I will now take the time to answer your criticisms.

Firstly, the barrel roll does not look like it is heartlined
You're correct on the barrel roll as it is not heartlined, but only because it is an inline twist where it rotates around the track and not the riders heart.

Secondly, as the drop is straight- you have to check to see that the trains don't collide at the drop
I've checked this and luckily, the trains do not collide on the drop.

The lift-hill looks too steep as well
This is because I've used the built in elements for the lift hill as for some reason I'm really bad at doing lift hills!

Also, the pull-out of the immlemann looks to long.
This is because I want the track to nearly touch the ground as an excuse to build a pit.

Finally, the zero-G should be flatter at the top.
Thanks telling me that, I've flattened the top a bit so it should be a bit better now.

Now onto an update of the coaster, the circuit is complete and I'm now terraforming it and will hopefully be onto the supports soon.
 
badboi787 said:
The lift-hill looks too steep as well
This is because I've used the built in elements for the lift hill as for some reason I'm really bad at doing lift hills!

In would recommend doing it parallel to the grid. For example, if it was 90 degrees from the left view, when you go onto the left view, you can then build a lift that goes in a straight line. A lift-hill only requires five parts- one at the bottom of the hill, one pulling out to the straight section of the hill, the straight section, the pull-out from the straight section and the very top part of the hill. If you have started the hill hill parallel to the grid, and have chosen the appropriate side view, then the lift can be constructed in the five parts very easily.

One thing that I have discovered is that when placing a node from, for example, the top view, from the left view it will have the same height as the last node (be that track or support node) that had been selected. This is very important, as this allows you to build straight sections if you are parallel to the grid.

However, you can create your own lift-hills by making one that is parallel to the grid in a new file, saving it as an element, and then using that element for yourself. This, I find, is very useful for elements such as an B&M hyper, where I create as perfect a hill as I can, before making it smaller by reducing the size if the element progressively throughout the track.

Hope this has helped.
 
Right got some bad news for the coaster I'm making. My external harddrive failed on me which is where the coaster was saved, but no worries as I will be starting on a new one.
 
Hi Badboy,

Sadly I cant help regarding your no limits work as I quite simply dont get it - though I will say I like the blue.

But if I could just let you know we have an 'modify post' feature on the forum, found on the top right of each post, which allows you to add extra things as and when you need rather than double or triple posting. It makes the forum a nicer read and looks abit prettier too! If you could use this feature we'd appreciate it.
 
I'm back to making rollercoasters with no limits and here's a B&M hyper I'm working on:
BS5m96f.jpg

gc6Wl4Y.jpg

FiOKBZJ.jpg

s0RezNu.jpg


As always don't be afraid to post feedback on what I should do to improve the coaster.
 
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