Members, Log In. Not a member? Sign Up

Ultimate Rollercoaster > Discussion Forums > Roller Coaster Games > Problem lowering coaster intensity

Problem lowering coaster intensity

Jet-Star
Posted: 10/27/99 at 1:32:23 AM
Views: 1411

I've been trying to build a looping hypercoaster
on RCT, using the Steel Corkscrew trackage. The
ride would start out of the station, go through
a long stretch of boosters set at 67 mph, then
shoot about half way up the lift hill, where a
chain would take over, and pull it the rest of
the way up. From that point, it's a typical hyper,
with a series of large drops, some of which I
made bottom out underground, and sometimes include
large upward helixes underground. As for
inversions, I would place those towards the end of
the ride, right after the smallest drops. The
problem I'm encountering is that I can't seem to
lower the intensity, no matter how many brakes I
install. I've had it to the point where the trains
just barely make it through the loops and over
crests of hills, but the intensity still reads
"Extreme". Can someone tell me where my problem
may be??? My friend had the same problem with a
Stand-Up coaster. It had several loops, and was
very heavily braked to the point where the train
almost "crawls" through the entire ride, but the
ride was STILL extreme!! Can anyone explain to me
how to build large coasters to great heights, with
lots of inversions and speed, and still be
ridable???

Re: Problem lowering coaster intensity by David at 10/27/99 5:46:42 AM

It's a tricky business building a decent steel corkscrew or stand-up coaster. Limit yourself to about 7 or 8 inversions on a corkscrew track, and 3 or 4 on a stand up. Also, avoid using braking points to control speed (being repeatedly slammed into the restraints isn't much fun). Do not use boosters, though powered launch can be OK on the corkscrew. Overheightened (??) track can be a problem for intensity, so limit yourself to about 30 above ground level. 20 is more than enough for a stand-up. If you want a massive first drop, make sure you bleed the speed back down again with a hill. Otherwise, use lots of smaller drops to maintain speed. Half corkscrews followed by half loops can be very useful, but dont enter them too fast (35mph). Limit the maximum speed of the ride to 70mph, if you don't the ride will be too bumpy (see the track description) and hence intense. Length can be a problem, a track over 9000ft tends to be too intense regardless of anything else. Lastly, make sure the G-limits are reasonable. -1.5 to +3.5 is fine in the vertical, -1.5 to +1.5 in the lateral.
If you really want to build an impressive ride, go for the inverted coaster - the ride is much smoother (you have been on some of the B&M wonders like Montu, Nemesis and Alpengeist haven't you) and you can cram lots of inversions in without too much trouble. Vertical G tolerance is roughly +4.5 to -1.75, while lateral is basically the same. Excitement levels are usually massively better too.
If you can find a copy of the addon disk (everywhere I've looked has sold out) there are lots of new track features available. From the screenshots that are floating around the Net there appears to be a number of new track features including giant loops, among others, which also may reduce the intensity, by cutting G loads.
Copying existing coasters is also good practise at cutting the intensity of rides. If you know what Nemesis (Alton Towers) is like, try to build that, preferably with the all the scenery around the ride. I built a copy of it, that ran up to a rather impressive £100,000 cost after landscaping it.

Re: Problem lowering coaster intensity by Cal at 10/27/99 6:23:38 AM

The new steel twister which comes with the add-on is easier to build intense. I've been getting very high excitement scores compares with the steelies in the original game. The new wooden twister is excellent too!

Cal

Solution and a few of my coasters for download by Absimilliard Absimilliard Profile at 10/27/99 1:58:16 PM

First off all, run the coaster in test mode and check the vertical G's graph. Check where is the most intense spot. If its a turn, put the turn higher off the ground, so the train will enter it at a slower pace, that reduced intensity a lot on some of my coaster. If its the bottom of a drop, level it near the bottom, cut a steep section, replace it with 30 degrees track and that will lower the intensity. For inversions, brakes are the solution. For example, following these will help you produce less intense coasters. My latest creation is an hypercoaster named "Clefairy". Its got 6000 feet of tracks, the first drop is the biggest, but, because of the terrain and a tunnel, the drop before the turnaround is the one that makes the train go the fastest. Because of that, the turnaround was too intense, so I simply putted the turnaround higher off the ground and its not a ridable hyper with 9.5 of intensity and 8.5 of excitement. Nausea is very low and even if the line is 10 minutes, the peeps comes out happy. Follow these rules and that will help you.

Here are my coasters available for download:

- Alien Invasion ( 3 loops, spaghetti bowl, 6.5 excitement with any theming )

- Mew ( 3 loops, steel corkscrew twister with 2 launchs, awesome capacity )

- Mewtwo ( 3 loops, steel corskcrew twister with lots of helixes, launch over an incline, midcourse lift, good capacity )

That's only a few of my creations, e-mail me and we'll discuss about some of my creations.

absimilliard@hotmail.com

Re: Solution and a few of my coasters for download by Coasterdude at 10/27/99 11:33:31 PM

: First off all, run the coaster in test mode and
: check the vertical G's graph. Check where is
: the most intense spot. If its a turn, put
: the turn higher off the ground, so the train
: will enter it at a slower pace, that reduced
: intensity a lot on some of my coaster. If
: its the bottom of a drop, level it near the
: bottom, cut a steep section, replace it with
: 30 degrees track and that will lower the
: intensity. For inversions, brakes are the
: solution. For example, following these will
: help you produce less intense coasters. My
: latest creation is an hypercoaster named
: "Clefairy". Its got 6000 feet of
: tracks, the first drop is the biggest, but,
: because of the terrain and a tunnel, the
: drop before the turnaround is the one that
: makes the train go the fastest. Because of
: that, the turnaround was too intense, so I
: simply putted the turnaround higher off the
: ground and its not a ridable hyper with 9.5
: of intensity and 8.5 of excitement. Nausea
: is very low and even if the line is 10
: minutes, the peeps comes out happy. Follow
: these rules and that will help you. Here
: are my coasters available for download: -
: Alien Invasion ( 3 loops, spaghetti bowl,
: 6.5 excitement with any theming ) - Mew ( 3
: loops, steel corkscrew twister with 2
: launchs, awesome capacity ) - Mewtwo ( 3
: loops, steel corskcrew twister with lots of
: helixes, launch over an incline, midcourse
: lift, good capacity ) That's only a few of
: my creations, e-mail me and we'll discuss
: about some of my creations.
: absimilliard@hotmail.com

I have several good coasters/parks with high excitement ratings, if you are interested, email me at wpipat@wpi.edu

Re: Problem lowering coaster intensity by coastin~corey at 10/28/99 10:08:04 PM

Well, I've been able to make a 96 mph corkscrew hypercoaster with no brakes that had an excitement of 7.5-8 I can't remember, so it is possible to build that fast...One way to lower the vertical g's is to make 3 or 4 medium track pieces before going to steep, and then 2 or 3 medium pieces before levelling out. This did wonders for the intensity of super-fast coasters

Corey