View Full Version : Spitfire
My new creation. A B&M Floorless named Spitfire. Not near perfect, but I think I need the constructive criticism for future projects.
Stats
Height: 166 feet
Length: 4,386 feet
Speed: 66 mph
Inversions: 6
Key elements
Vertical Loop
Zero-G Roll
Immelmenn
Dive Loop
Barrel Roll
Stengel Dive like element
high speed turns
Enjoy
Mike T
06-12-2008, 12:12 AM
Okay we're going to go from Con's to Pro's...
Cons:
1 - The dive out of the station pumps big time. Make it a bit more drawn out, so that the train isn't pinching itself between the element.
2 - The lift is curved all the way up. A good idea would be to make the main stretch of ascent as straight as possible. It gives the ride a bit more realism.
3 - I noticed you used *continuous roll* at the top of the drop, causing the train to jog right before it dives to the left. Play with the incline of the track at this point so that its level.
4 - The bottom of the first drop has a very unnatural incline to it. Again level it out a bit coming into the vertical loop.
5 - The vertical loop needs a bit of smoothing. It's pumping a tad on the entrance and exit.
6 - The Immelmann turn, again, is unnatural to B&M (since thats what you are going for). A good idea would be to remember that at the top of the element, the train should be at an over-banked incline, not perpendicular to 90 degrees. This increases the flow of the element and will definitely add a nice and pleasant pop of airtime.
7 - What was said in #6 should be applied to the dive loop. Also, remember to heartline these as well as you can. This will definitely keep the track flowing and it'll feel natural to riders.
8 - Your Zero G camelback isn't heartlined at all, and it certainly should be so that your centerfugal forces aren't too high. Imagine a standard corkscrew, but stretched out. Thats a good way to model this roll after.
9 - Again fix the *continuous roll* in the valley between the zero g and the block. Level it out a bit, this will help.
10 - Your block is running extremely slow and really kills the excitement of the ride. Try making it a bit faster, so that you sustain the excitement of the riders.
11 - The dive off of the block should have a bit of curve to it. A good example to look at would be the dive coming off of Kraken's block, because its very similar to what you're doing.
12 - At the bottom of the dive try to level out the track so that the positive g forces are pressing on the rider's seats rather than at an odd angle that's going to push them into the right side of their restraints.
13 - The stengel - twist n' dive - element gradually goes into its overbank before snapping back to 0 degrees. A cool idea might be to snap it coming into the element as well, kind of what you see on Goliath and Maverick.
14 - The next section of track before you reach the second vertical loop seems out of place. Its like you're trying to get over to the area on the other side of the lift, but you're having trouble figuring out how to. What would be kind of neat is if you put some sort of dip in that section to spice it up.
15 - Again, see my comments about the first loop. You pretty much have the same thing going on with this one. It just needs some simple adjustments (possibly make it smaller too) and you'll fix it.
16 - It'd be a good idea to bank the track a little more after the loop. It seems unnatural for B&M and gives me the impression that the side wheels are being used as "road wheels" (if that makes any sense).
17 - The "jo-jo roll" is really smooth, but the entrances and exits to it need to be smoothed so that there's a gradual approach to it.
18 - Again, the brakes seem extremely slow. Try speeding them up some.
Pros:
1 - The track has a lot of good stuff to it. There's a lot of great variety and that makes it entertaining.
2 - The first part of your drop is VERY B&M like, and its something that I have a hard time making in No Limits.
3 - I really like your train colors. It actually works very well with the track colors.
4 - The Jo-Jo finale is great. Very nice ending to your ride.
Overall you have a lot of potential with what you are doing. With some tweaking I think you'll have a very solid ride.
Michael
06-12-2008, 10:47 AM
A few major things I noticed. The lift wasn't straight, use the straighten function to fix that next time. The pullout between the Immelman and the Dive Loop was way too gradual. Also, you need to use heartlining, try experimenting with that. And one thing I've suggested to alot of people is to use smaller track sections, and use the smooth tool. You had several very hard pumps, using these techniques can sometimes completely eliminate this. And I also had a coaster I posted a couple months ago called Spitfire :wink2:
I did like the layout, and it was a bit lengthy. I think if you smooth this up quite a bit it should make the ride alot better.
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