x7123m3_256

joined 1 year ago
 

Just another layout, nothing new here.

 

Yes, I am aware that the second half of the layout is nothing like Ring Racer ... it wasn't meant to be a recreation, because the original layout is pretty boring.

[–] [email protected] 2 points 1 year ago

It's very similar, but a bit smaller (and different colour obviously)

 

Built to check that you can build a strata coaster that is rideable. It turns out, no larger pieces are strictly needed and peeps will ride this without cheats ... which is actually quite silly.

According to my calculations, this thing would pull 36G if the G forces were calculated accurately, but the game says the positive G force is 6G. This is convenient, because it means you can build a strata coaster with existing pieces, but it's also bad, because if those extra large slope pieces were added, they could result in implausibly low G forces. The game's G force calculation is very broken.

 

It's long overdue but this is finally done. This adds some additional track sprites to the giga coaster - including verticals, inversions, and large sloped turns. Since the vanilla giga coaster trains don't have sprites for these you need the "enable all drawable track pieces" cheat on to use them.

I have also updated my three custom trains that use this track, as the old versions were missing sprites for diagonal banked curves. The updated versions can be found here

[–] [email protected] 5 points 1 year ago

I think this issue could be addressed on the front end.

The reason you would want a server that is federated with everything is so you can access all content at once instead of switching between accounts on different instances. If you could log into multiple instances at once with a single username and see content from both in the same feed it wouldn't matter if they are defederated. I think this federation thing ought to be, as far as possible, transparent to the end user.

The way this currently works feels odd to me - it doesn't really behave like a decentralised Reddit, because your account is tied to a specific instance and the content you see depends on which instance you pick. It feels like an awkward middle ground between a centralized service like Reddit and just having a completely separate forum site for each community.

[–] [email protected] 3 points 1 year ago

Honestly, a lot of the details don't show up at this scale. The model is, as usual, more detailed than it needs to be. The issue is getting shading right. I've had difficulty getting the fins to look good.

The catch car is fully modelled, but it had to be spit into four sprites to draw correctly. The sprites for those segments are all basically identical, so I will probably make them exactly the same and drop the small details, especially now that the catch car is behind the fins most of the time.

 

This is, obviously, ridiculous, but it was built mostly to check that the shortest possible hydraulic launch would still work. I changed the minimum length from 3 to 2 tiles to simplify the implementation.

There is actually a problem though if you use longer trains than this, if the train hasn't left the station when the catch car disconnects, it thinks it's arriving back in the station and will proceed round the layout at slow speed.

 

I have now made it so the launch run can start from a block brake instead of the station.

I posted a clip of this ride yesterday, but I didn't post the whole thing because it wasn't fully functional, it relied on an invisible station for the launch to work, and that caused the train to spend a long time waiting on the launch run, since you can't set waiting times for different stations differently. It now operates as intended.

 

I now have all the anti-rollback brake fins animated properly, although it's just cosmetic and they don't function yet. I have also reduced the length of the launch end piece to two tiles, mostly because it simplifies the implementation a bit and there was no real reason for it be three. The next thing I want to do is make it so the launch doesn't start from the station - this ride had to be hacked with an invisible station and the hack causes a number of problems so I want to get it functioning properly but I think it's going to be difficult.

 

I have now implemented a functional hydraulic launch piece, although it is far from fully featured. It automatically calculates the right acceleration to use based on the length of the launch but only when the coaster is first tested - currently, changing the speed setting has no effect unless you close and reopen the ride. I also want the anti rollback brake fins to be functional, and the blocks to work properly (currently, the block is cleared as soon as the train leaves the station which is not right, it should only clear when it's over the top hat), none of which is implemented yet.

The length of the catch car braking zone is currently hardcoded and I think that'll have to change, at two tiles it's too short for every other layout in my test park. A fixed 3 tiles isn't too bad an option for most designs at the sizes that are common in game - but for large rides built at realistic scale, and especially the strata I have been testing, longer is needed. Having a braking zone that is shorter than it should be also lowers the overall acceleration and I don't want the launch to look slow, especially when the LSM boosters in game are overpowered.

I might be biased because I want to make a 10x10 and that's impossible unless the catch car braking zone can be as small as 1 tile (because the longest launch that would fit is 3 tiles total). This really shouldn't affect the final decision, since it's not realistic to build one that small ... but I kind of want it to work anyway.

[–] [email protected] 1 points 1 year ago

The brakes are eddy current brakes, applying a braking force proportional to the speed of the train. These are fixed brake fins with no active speed control, the train slows until the braking force balances the gravitational force pulling it down the slope (which is why the brake run is sloped).

These rides generally don't feature friction brakes at all - they use a combination of fixed and moving magnetic brake fins and drive tires for the blocks - and I'm wondering if this ride should even get the normal brake pieces. It might be confusing if I call this piece "magnetic brake" if the regular brakes are also magnetic just with less realistic behaviour, but I do think it's worth having this special piece for this ride type, as they very commonly feature this type of brake run, and those brake runs are usually hit at speed so too sharp a deceleration looks bad.

Technically, the standard brake piece in game does also works like a magnetic brake, in that the braking force is proportional to speed - except that the force constant is so high that the train will very rapidly decelerate to the brake's speed setting, and getting a smooth deceleration requires you to fiddle with the speed settings individually. This piece is meant to provide a smoother, more realistic braking force.

 

I've made some more progress on my Intamin accelerator coaster. I've changed the track model again - since I now have a track model that matches the vanilla giga coaster, I have modelled a 4 rail track based on that. The new one is less accurate to the real world dimensions but fits the game better.

I have also implemented the ability to switch between 2/3/4 rail track during construction, and I've started implementing a magnetic brake piece, which is fully functional though the sprites need some work. I have created a model/initial sprites for the launch but this is not yet functional (well, it is, but it just works like a booster at the moment)

 

I'm working on adding the ability to switch between multiple track types, which is common on a lot of Intamin rides. Could potentially be used for the vanilla giga coaster as well.

 

Sorry for the awkward crop - my computer had trouble recording a larger frame.

[–] [email protected] 2 points 1 year ago

The ride rating calculation has not been implemented for this ride type yet, so the ratings aren't really meaningful - they are currently calculated as if it were a single rail coaster. Nonetheless, they are: 7.52 excitement, 7.29 intensity, and 3.81 nausea.

 

I've made a little more progress - there are now lift and brake sprites (which could use some more work), and I've implemented the restraint animation for the trains. I think the trains still seem lacking in detail, the shields especially don't look right but I'm not sure what to do about it.

[–] [email protected] 8 points 1 year ago (1 children)

It's not a weird base, it's really the most natural base to choose, which is why it's called the natural logarithm. It doesn't particularly matter what base you choose, because you can always convert from one base to another, but often the natural logarithm is simpler to work with. For example, the derivative of ln(x) is just 1/x. The derivative of log10(x) is 1/(x*ln(10)).

This is because ln(x) is the inverse of e^x, which has the unique property that it is its own derivative.

[–] [email protected] 2 points 1 year ago

Yes, the pipeline coaster was a ride that Arrow was working on in the early 90s. Only a short prototype layout was built. One was considered for Alton Towers, but John Wardley did not like the ride and decided to go with a B&M invert instead.

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