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^This may sound stupid, but you have tried Ctrl+G for smoothing?

If not, the only other thing I can think of is that you have the segment turning too far. I NEVER make a segment (on a bend) turn more than 90*. I recommend having them no more 60*. If you get your bend almost pump free, then split the segments, then try smoothing. That could work.

As for the lateral spikes, check that the track is heartlined, and the trasition isn't too fast.
 
projectflyer08042416345gu6.png


p r o j e c t f e e l i n g s
 
Hixee, believe me, I have done a LOT of ctrl+g, con.roll, checked transitions, just about everything, but still, I get a spike popping up on seemingly smooth track. I believe I direct the forces so that the train is pushed down, ergo sideways due to the banking, for a moment or so. I'm working at it, so I may find an obvious reason.

The turn is, by the way, banked to 80 degrees. I think that is the correct banking for the turnaround on Speed Monster, no?
 
kimahri, I don't understand much on the subject, but I think those supports are too thick for an intamin, but they look great, whatsoever
 
Pokemaniac said:
Hixee, believe me, I have done a LOT of ctrl+g, con.roll, checked transitions, just about everything, but still, I get a spike popping up on seemingly smooth track. I believe I direct the forces so that the train is pushed down, ergo sideways due to the banking, for a moment or so. I'm working at it, so I may find an obvious reason.

The turn is, by the way, banked to 80 degrees. I think that is the correct banking for the turnaround on Speed Monster, no?

Usually its caused by con roll, if the train banks to one side then sharply to the other it can cause g-spikes. Send me the track sometime and i'll take a lookie.
 
I'm finding it rather tricky to make a decent airtime hill when it's diagonal to the grid.

Does anybody have any tips, or should I just make it parallel to the axis, then save the element?
 
^That is one option. I've always found it hard to work on the diagonal. You have two main options:

1. Built it in a different landscape/track file, save the element then just insert it

2. Trial and error and a hell of a lot of patience. Try viewing from on top and adjusting it that way.

Someone else may know a tip.
 
^^ If you want it dead straight then I would recommend that you first add the hill (what ever) into the coaster so you get the right size and direction and most importantly get a good entrance to the element. Then export it to an element, open another window. insert it, straighten it out/smooth it, save it as an element and then insert it in it's original place.

This works very well for me.
 
To make a straight hill (seen from above), put a couple of free nodes up, one at the start of the hill (preferrably on top of the track node), one at the end. Any support between them, then adjust so that all track nodes are lying on the support (as seen from above). It's like using a ruler.

And Dave, I'll happily send you my track, but the problem is not in an S-bend, but a turnaround, so the banking is to one direction all the time. I guess I just have made some silly mistake on it.
 
Uhh, I've been using NL for about 3 years now :p

I'm quite sufficient at making pump free hills, turns, and whatever element you can think of now.

And I can "speel" just fine 8) :p

Hmm, pokemaniac, seems like you have a segment placing problem. I've had this problem before, and it was a bit tricky to fix. You can shoot the track over to me so I can take a look, if you want....

Also, Hixee. Ctrl+G doesn't always get rid of pumps, sometimes you have to fix them yourself, then add some more segments, then use the smoother. I find it best to use large segments at first, then break them down (after smoothing out a bit) then use the smoother. Usually how I end up with smooth turns.

Lain, a technique I use is to first make a straight segment around the length of the hill, then hit "I". Then I split it in half, and raise that segment up to said height, and then split up both sides into more segments, then adjust everything so it is all even, then use the smoother. Works just fine for me. Also, ontop of building it in another place in the track, there is the option of tools........ :roll:
 
More supports, it's quite annoying to do all the nodes, but i think its coming out nicely.

nolimitssimulator200804aj8.jpg

Second Hill
nolimitssimulator200804ey2.jpg

Please comment!
 
It looks pretty good.

It may just be the angle, but that hill looks quite small...
 
Xpress said:
Also, Hixee. Ctrl+G doesn't always get rid of pumps, sometimes you have to fix them yourself, then add some more segments, then use the smoother. I find it best to use large segments at first, then break them down (after smoothing out a bit) then use dirty filthy tools. Usually how I end up with smooth turns.

Lain, a technique I use is to first make a straight segment around the length of the hill, then hit "I". Then I split it in half, and raise that segment up to said height, and then split up both sides into more segments, then adjust everything so it is all even, then use dirty filthy tools. Works just fine for me. Also, ontop of building it in another place in the track, I use tools because I actually can't hand build........ :roll:

Thats how the post should look ;)
 
Dave.........you get an applause for that, it made me LOL!

Anyway, lastadolkg it looks really good and very accurate from what i've seen of Goliath, I never have the patience to build a rec.
 
Dave said:
Xpress said:
Also, Hixee. Ctrl+G doesn't always get rid of pumps, sometimes you have to fix them yourself, then add some more segments, then use the smoother. I find it best to use large segments at first, then break them down (after smoothing out a bit) then use . Usually how I end up with smooth turns.

Lain, a technique I use is to first make a straight segment around the length of the hill, then hit "I". Then I split it in half, and raise that segment up to said height, and then split up both sides into more segments, then adjust everything so it is all even, then use dirty filthy tools. Works just fine for me. Also, ontop of building it in another place in the track, I use tools because I actually can't hand build........ :roll:

Thats how the post should look ;)

XD!

Not much has been done on scarlet devil. trying to neaten up the roll supports which is really hard since its a mess of red and blue in the views
 
Dave said:
Xpress said:
Also, Hixee. Ctrl+G doesn't always get rid of pumps, sometimes you have to fix them yourself, then add some more segments, then use the smoother. I find it best to use large segments at first, then break them down (after smoothing out a bit) then use the built in smoother. Usually how I end up with smooth turns.

Lain, a technique I use is to first make a straight segment around the length of the hill, then hit "I". Then I split it in half, and raise that segment up to said height, and then split up both sides into more segments, then adjust everything so it is all even, then use the built in . Works just fine for me. Also, ontop of building it in another place in the track, there is option of tools........ :roll:

Thats how the post should look ;)

Hey dick, I mean Dave, why don't you just shut the f*ck up? Because I like to use tools doesn't mean that all of my coasters are tool build. And why would you call coding wonders dirty? You have absolutely no say in them, since you don't use them.

And stop being such an assh*le Dave, it's annoying. I'm quite a sufficient hand builder, and I can pretty much build anything I want to. Stop bashing people for using tools, it's about 100x more complex than NL, and takes much much more brains to work them.
 
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