Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Bullethead

Pages: [1] 2 3
1
Planet Coaster Community Board / Tropical Storm Barry
« on: July 11, 2019, 07:16 PM »
This is OT but I only inhabit the PC section of SGW so the only people I know are here.  Thus, I figured this was the best place to post this.

Anyway, Barry is currently projected to pass pretty much right over me.  Maybe just a hair to the west, which is even worse as close to the center on the east side is the windiest, wettest place to be.  Fortunately, Barry isn't expected to have THAT much wind (just shy of Cat 1) but it's moving very slowly and so is expected to dump 1 - 2 FEET of water where I live.

Fortunately, I live on some of the highest ground in Lousy Anna, about 100 miles from the coast, so I'm totally safe from both storm surge and flash flooding.  But there could be tornadoes and trees will certainly fall, roads will wash out, etc.  Power will probably be down quite a while.  I have a whole-house generator so that won't bother me.

HOWEVER, as I'm a fireman, I expect to have a VERY busy weekend.  I doubt I'll be home much if at all for the next few days.  The Mississippi River right here has been well into flood stage since LAST DECEMBER without a break, and this has backed miles up all the local creeks, so there's nowhere for the rain to go.  Thus, we expect dramatic flooding along the creeks and various villages being cut off for a while due to bridges being under or even washed away.  Fortunately, there aren't many such areas in my bailiwick.  BUT, once we get done saving our own folks, we'll certainly go help those down on the surrounding floodplain.

So basically, if you don't hear from me for a while, it's probably because I'm busy ;)

2
One of the reasons I wandered off earlier this year was that PC was pretty much unplayable for me.  This was due to 2 main factors:

  • The advanced move axes were totally hosed when trying to move a wad of arbitrarily rotated, non-gridded parts, and;
  • Frequent game crashes just from having the game running for more than 1 hour or so, and also frequently happened when trying to do advanced move + duplicate, such as when building multi-sided domes and especially fountains with numerous water SFX petards.

The patch that happened with the GB DLC totally fixed #1 and also let me play the game for many hours without crashing.  But I still had a number of advanced move + duplicate crashes, for which I submitted logs.  And since the hotfix after the GB DLC, I haven't had any crashes despite doing an assload of advanced move + duplicate operations of great complexity.

So, at the bottom line, I'm finding PC to be MUCH, MUCH more stable and infinitely more playable than it was around New Years.  I'm wondering if anybody else has noticed any improvement.

3
Planet Coaster Rides / Glevum Wooden Coaster
« on: April 29, 2019, 07:45 AM »
This is the coaster I built for FCP-Rug's incredible Briscombe Hill Park:  https://www.shyguysworld.com/index.php/topic,20450.msg474757.html#msg474757

Rug has given me permission to upload it as a stand-alone thing, which you can find here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1727033330

It's an L-shaped wooden coaster of my own design but heavily inspired by elements of modern wooden coasters (including the support color).   I think it's my best non-replica coaster yet in terms of smoothness, overall layout, and having stats attractive to all demographics.  In this blueprint, it's set up to run 3 trains from a 2-sided station so the exit path has to penetrate the supports of the hill behind the station.  You'll have to put your own gap-filler supports there when you do this, but the gaps of all the track cross-overs have been filled by about 170 pieces.

In Briscombe Hill Park, the coaster runs 2 trains from a 1-sided station.  If you want to do that, just change the station and then set the min/max waits and departure interval all to 38 seconds.

Here's a POV:


4
Planet Coaster Community Board / Family Fear Tolerance UP 25%!!!
« on: April 28, 2019, 05:40 PM »
The latest update has increased the max fear tolerance of families from 4.0 to 5.0.  This is a probably THE most significant change to peep behavior since PC was released.  It has huge implications for ride design and park-wide ride mix.  It also makes everything I've ever said about designing coasters for families at least semi-, if not dodrant-obsolete.

Since PC was released, I have recommended 3.5 fear as the max for any ride you wanted a noticeable number of families on.  This would still have been too scary for about 80% of families but about 20% would ride it.  So they wouldn't flock to a 3.5-fear ride, but you'd still see a fair number of families in the queue.  From there up to 4.0 fear (minimum for "green" rating), you really ran into diminishing returns on families.  3.65 to 3.7 was the 90/10 point and the bravest 10% of families were mostly found between there and 3.8, with any family braver than that vanishingly rare.

All this imposed rather significant limits on family-friendly ride design.  Even if the ride was listed as "all ages", you really had to keep it relatively mild, definitely NOT with green fear, or you'd scare off the families it was intended to attract.

This is kinda-sorta NO LONGER THE CASE.  I suppose this is due to ALL the latest coasters THANKFULLY being family-friendly despite being launched, beyond-vertical drops, and otherwise inverting.  I guess Frontier didn't want us pulling our punches (too much) on these new rides.  Now they just have to go back and make ALL other coasters family-friendly and we'll have a deal.  The upshot is, if the coaster is family friendly, it can be "all green" and still have (a few) families on it.

Although I have yet to do the massive peepology study this MAJOR change requires, I do have a few preliminary observations.  The overall distribution of family fear tolerance has suffered a sea change.  Instead of being more or less a right triangle starting at 0, peaking at about 3.3, and then falling off a cliff, it now seems to be more of a bell curve.  IOW, the braver half of families have been stretched out to reach 5.0.   This does not seemingly invalidate the general idea that noticeably family-attracting rides should have fear less than 4.0 (less than green), but it does give some us some extra leeway within which to build the new coasters.

5
Planet Coaster Blueprints / Modern Water Tower
« on: January 26, 2019, 10:25 AM »
This is a modern-style water tower copied from the ones made by Landmark.

It's actual size and made to hold 450,000 gallons, more than enough for a small town let alone a park.  20' diameter stem, 130' tall, 50' wide at the top.  Also has cell phone antennae around the stem and proper aircraft warning lights on top.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1635920604


6
The idea of this thread is to have links to real-world regulations and whatnot, so that folks wanting to add some extra realism to their parks can find this info easily.  So if you have some good references, add them to the thread and I'll go back and edit this post with links to your posts.  Most of the stuff I'll be digging up will be for the US so I hope to see some good contributions for other countries ;).

Here are a few things to start the ball rolling:

Infrastructure

Highway and Road Marking and Signals (US):  If your map includes travel roads for peeps to drive to your park, then you need to give them the proper size, stripes, signage, intersection dimensions, lights, etc.  In the US, the Federal Highways Administration (FHWA), part of the US Department of Transportation (DOT), has promulgated the Manual on Uniform Traffic Control Devices (MUTCD).  Some states have adopted this as-is, others have modified it, and still others have done their own version (which is largely the same).  This link goes to the official MUTCD site, where you can get the actual document and also learn which states do things differently.  https://mutcd.fhwa.dot.gov/kno_2009r1r2.htm

Parking Lot Striping (USA):  Ever wonder what the proper dimensions (in the US) are for parking lot spaces, whether square or angled?  Or the size of handicap spots?  ParkingLotPlanet (purveyors of parking lot striping and stenciling materials) has all the answers.  They even know how to do helicopter pads.
*  Page of very helpful hints:  http://web.parkinglotplanet.com/helpful-hints.html
*  Page of handicap info:  http://web.parkinglotplanet.com/handicap-guidelines.html

Wastewater Treatment Ponds.  All the park's sewage and runoff from the log flume has to go somewhere.  Unless your park is in a big city, it's unlikely that the local sewage system (if one even exists) can handle the load, so you'll have to build  your own.  This official 2011 EPA document will tell you WAY more than you ever wanted to know about what these look like and how they work:  https://www.epa.gov/sites/production/files/2014-09/documents/lagoon-pond-treatment-2011.pdf


Safety Features

Aircraft Warning Lights/Paint for Tall Structures ((international):  Due to the global nature of aviation, the rules about the lights and paint required to keep aircraft from flying into tall structures are pretty much the same everywhere.  These rules, however, don't depend entirely on the height of a structure; also included are its proximity to an airport, the minimum legal flight altitude in that area, and the local terrain, so you need to know where your park sits in relation to such things.  The US Federal Aviation Administration (FAA)'s rules are easy to find and are pretty much the same as everywhere else.  And the purveyors of the lights used for this purpose, who sell globally, keep abreast of changes and local differences.  So here are some useful sources of info:
*  US FAA's official word on the subject, AC 70/7460 (see Appendix A for diagrams but read the text to know which diagram to use:  https://www.faa.gov/regulations_policies/advisory_circulars/index.cfm/go/document.current/documentNumber/70_7460-1
*  Catalog of a light purveyor which starts with a summary of the rules and diagrams:  http://www.cooperindustries.com/content/dam/public/crousehinds/resources/pdfs/literature/obstruction-lighting-guide.pdf

*  Fire Safety (US):  In the US, there's the National Fire Protection Association (NFPA).  This is a non-governmental, FOR-profit body composed of representatives from the fire service, building construction industry, makers of firefighting and fire safety equipment, industries that tend to catch fire, and many other interested parties.  They arrive at a "consensus" on the best practices to prevent fire and other types of injuries, and how to save people if prevention fails.  Then they publish model codes (in an 18-volume set) on all these subjects, which the state and local governments can adopt, in whole or in part, as the law of their lands.

While there are hundreds of separate NFPA standards in the 18 volumes that normal folks have never heard of, the fire insurance industry has coerced most state and local governments into adopting 2 of them by threatening substantially to raise the premiums of voters:  NFPA 1 (the National Fire Code) and NFPA 101 (the National Life Safety Code).  However, NFPA 1 includes ALL 18 volumes of the NFPA corpus by reference so if you adopt that, you adopt them all.

A brief summary of the salient parts of NFPA 1, Chapter 18, is now up:
https://www.shyguysworld.com/index.php/topic,21192.msg473179.html#msg473179

At some later date, I'll add a post summarizing NFPA 101 as it pertains to parks.  But for the nonce, here's the official NFPA website where you can view the standards for free.  In terms of park construction, the most applicable things are NFPA 1 Chapter 18 (fire department access and water supply) and NFPA 101 Chapters 7 (occupant load and means of egress), 12 (new assembly buildings---most structures in a park), 28 (new hotels), 38 (new offices), and 42 (storage facilities).  NOTE:  NFPA is FOR-profit so is rather stingy with info and this free stuff is hard to access.
https://www.nfpa.org/Codes-and-Standards/All-Codes-and-Standards/Free-access

*  Fire Hydrant Colors:
The weird and wonderful world of fire hydrant paint schemes explained:  https://www.shyguysworld.com/index.php/topic,21192.msg473286.html#msg473286

7
Planet Coaster Parks / Pharqueson Farms Episode 5: The Fairgrounds
« on: January 19, 2019, 06:10 PM »
EPISODE 1:  Infrastructure

PROLOGUE:
US Highway 61, which runs (or at least used to run) up the Mississippi River from New Orleans to Canada, has many nicknames along its length.  In various places, it's known as "Airline Highway", "the Blues Highway", "The Great River Road", and "Scenic Highway".  It has seen many momentous events, about which many songs have been written.  But this story takes place just off an obscure stretch of it near the SW corner of Mississippi, where the road is just called "Highway 61" or even just "61", and where large sections of it slide off the loess hillsides periodically.

Welcome to Pharqueson Farms.



Here, for a number of generations, the Pharqueson family scraped a meager but sufficient subsistence from the loess using a varying roster of cotton, corn (maize), beans, and scrub cattle.  Their proudest accomplishment was preventing their piece of loess from eroding too badly, which was the fate of most of their neighbors.  But then came WW2.  The 2 older brothers of who survived went to college on the GI Bill and never came back except for occasional visits.  The youngest brother missed out on this opportunity and was left to run the farm but his children were inspired by the visits of their "exotic" uncles to leave the farm by one means or another as soon as they were old enough.  Except for one who actually liked farming.  But nobody liked him so, after living long enough to acquire the moniker "Old Man Pharqueson", he died a childless bachelor and his surviving family members, now all city-slickers, wanted nothing from the old farm except their share of the money for selling it off.

Selling the place proved to be a problem. By now the land mostly grew weeds and the cattle had stomped the upper layers of loess into a concrete-like slab, so it was useless for most agricultural purposes.  But it was too far away from the nearest city, which itself was too small to have many jobs, to be attractive for residential development as a bedroom community.  This same lack of regional population also scuppered schemes for building an industrial park, a factory for Japanese cars, a nuclear power plant, or anything else useful.  Thus, eventually the property went up for auction and was purchased by an anonymous buyer for the pittance it actually was worth.

Most locals assumed the buyer was a rich lawyer or construction contractor from Natchez or Vicksburg, or even a Louisiana politician, who wanted a hunting camp to entertain important clients.  They expected that the fields, which had been laboriously cleared by hand so long ago, would soon return to forest.  This had happened to many old farms in the general area over the past couple of decades.

But the locals couldn't have been more wrong.  Their worst nightmare, so terrifying that it hadn't even formed a coherent thought in their minds yet, was about to come true.  Pharqueson Farms had been purchased by a former NFL #1 draft pick who had been forced into retirement at the age of 25 due to repeated concussions.  As he had hundreds of millions of dollars in guaranteed money and only a fraction of his brain cells remaining,  and being too young to care, he thought it would be a good idea to build a theme park in this place.  And he also thought Bullethead Sweatshop Industries was the best contractor for the job.

-----------------------------------------------

Bullethead casually side-stepped several canebrake rattlesnakes and wished each one good hunting as he made his way across the nascent construction site.  None of them rattled at him, tacit admission that they knew he knew how to behave himself.  While Bullethead had never actually lived here, he'd spent way more time than he cared to admit about an hour's drive to the south down Highway 61, in an even more benighted place, so knew how to see snakes with his peripheral vision.  Glance down for snakes and wash-unders, take 2 steps rolling the foot on 2 axes so as to make no sound while glancing up to avoid widow-makers, poison ivy, thorns, and spider webs, glance down again, repeat, all the while keeping the other eye, the ears, and the nostrils looking everywhere else.  This was the essential rhythm of life as part of the food chain in this part of the world, even for the top predator.

As yet, the goings-on here were the responsibility of the local powers.  "Mister Ed" (MRED, Mississippi Rural Electrical District--a fictional entity but a sarcastic colloquialism) and MDOT (Mississippi Department of Transportation--a real thing) were taking care of the site preparation, upgrading both the local electrical grid and road network.  It would still be a while before BSI had anything to do itself, so Bullethead's battered and much-travelled trailer office hadn't yet been reclaimed from the Lake Planco junkyard, let alone towed down here.

To date, MDOT had widened MS 642 in front of the property to include turn lanes controlled by a traffic light.



And Mr. Ed had built the necessary 3-phase substation with 100% redundancy and on-site back-up generators, while upgrading the powerline to match.



There was even some preliminary work being done on the parking lot, but Bullethead paid it no mind.  He'd change all that soon enough.  Meanwhile, he mulled over his vague ideas of how to build a park here.  The topography, although mostly flat and open, would still pose challenges.  Not least of which was the need for a sewage plant as the local infrastructure had nothing of the sort for miles up or down State Highway 642.  Even the old Pharqueson farmhouse, which had been declared an historic structure that must be preserved, had used a septic tank (the green disk next to the propane tank--see 1st pic).

Still, some general ideas were already forming in Bullethead's addled brain.  He could already see the vague outlines of the park's areas and was already thinking of how he could work in his catalog of off-the-shelf coasters.



It was still too early, however, to move in Jaysef, Gergas, and Orbles.  They were still tying up loose ends in Nepal.  Hopefully, the police there had more important things to worry about, just as they did everywhere else.  But they'd be needed here soon.  Bullethead walked back to his rented 4WD pickup listening to the cackle of the crow spirits with his 3rd ear.   They were everywhere here and had been forever so they hadn't been attracted by this project.  Thus, their presence wasn't a bad omen, or even an omen at all.  Maybe.




8
Planet Coaster Community Board / Peeps' Preferences for Shops 1.10
« on: January 15, 2019, 11:47 AM »
Shortly after PC was released, I did a comparative study of peep preferences for 1 type of shop over another.  Turns out, peeps greatly prefer certain gifts, food, and drink over others.  Since then, we've gotten beaucoup new shops plus vending machines.  So it was time to do the test again to see how the new shops fit in with the old, and whether any old peep preferences had changed.

To do this, I created a simple park to bring in about 1800 peeps.  Then I put all the different types of shops in courts near the middle of the park, so that all the travel distances to the same types of shops were about the same.  Then I let the game run for 4 months and averaged how many customers each shop got.  Then I changed things and ran another 4 months, repeat.

Here's what the park looks like.  The shop courts are the blue paths.  From left to right, you have the gift, drink,  food, and vending machine courts.  In this pic, I'm testing food vending machines.  Later on, I deleted all them and replaced them with drink vending machines.



Here are the results:

TL/DR VERSION:
*  Balloons 4x more popular than hats, hats 2x more popular than mementos.
*  Vending machines are universally hated and despised even if there's no other choice.
*  Energy drinks don't sell if you have benches in the park.
*  Most popular drinks (80% of all sales):  smoothies, juice, water
*  Nobody ever wants coffee.
*  Burgers are overwhelmingly the most popular food, followed by sushi, ribs, Mexican, and hotdogs.  These are 80% of your sales.
*  Everybody still hates frites and donuts.


GENERAL TRENDS

Gifts:
No changes from before.  We still have the same 3 types of shop (balloons, hats, and mementos) and peep preferences for them are still the same.  Everybody wants a balloon, some want hats, and hardly anybody wants a snowglobe.
*  Balloons:  84/month
*  Hats:  20/month
*  Mementos:  9/month

Shops vs. Vending Machines
This works the same for both food and drink.  Peeps would pretty much rather die than use a vending machine, even if there are no shops of the same type (food or drink) in the park.  When both shops and vending machines are open at the same time, the vending machines get zero business.  If only the vending machines are open, the vending machines get ALMOST zero business.

NOTE:  This is more extreme than seen in real parks, due to the small size of this test park.  In real parks, I've found that vending machines in the middle of very long paths with no attractions (such as going down a cliff or crossing a long bridge) get slow but steady business.  In general, however, vending machines are highly UNpopular.

Old Food and Drink Preferences Remain
Prior to all the new shops, certain food and drink were far more popular than others.  For the most part, those same types have retained their overwhelming popularity with most of the new shops getting little business.  The following details will show this.

Benches and Energy Drinks
It is still the case that if you have a lot of benches in your park, you'll hardly sell any energy drinks.  However, if you take away all the benches, energy drinks become almost the most popular.


SPECIFIC RESULTS
(all numbers are average customers/month over 4 months)

Drink Shops with Benches
Smoothies have catapulted into the lead (they used to be only as popular as shakes).  But otherwise, the order is still about the same as always with water and juice still far ahead of anything else.  And still nobody likes coffee.
*  Smoothie:  83
*  Juice:  66
*  Water:  52
*  Slush:  23
*  Soda:  18
*  Shakes:  12
*  Energy:  4
*  Coffee:  2

Drink Shops with NO Benches
Smoothies are still the most popular but energy is now a strong #2 with water and juice still rounding out the top-sellers.  And even without the free energy of benches, STILL everybody hates coffee :).
*  Smoothie:  83
*  Energy:  59
*  Water:  40
*  Juice:  33
*  Soda:  11
*  Shakes:  7
*  Slush:  6
*  Coffee:  4

Drink Vending Machines
With the drink shops open, the machines got zero business.  The below thus only shows the results of 4 months with the drink shops closed and only the machines open.  Note the HUGE fall-off in overall sales between the shops (above) and the machines (below), from several hundred to less than 10.  Peeps really HATE vending machines, even though they're about 1/2 to 1/4 the price of the shops.
*  Pipshot:  6
*  Cosmic Cow:  2
*  Streetfox:  1
*  Gulpee:  0.25

Food Shops
Of the original types of food, burgers and hotdogs are still by far the most popular and the 1st batch of new food (with things like Missy Good) are still unpopular.  However, the Worlds Fair foods range from very popular to not so much, but still better than the less-popular original stuff.

NOTE:  The 1800 peeps in this park weren't enough to support all 18 food shops:  7 shops got zero business over 4 months.  Thus, I can't rank all the shops here with so many ties.  Still, the fact that 7 shops got zero business while others got so much shows the strength of peep preferences.  Strangely, this list includes both pizza and tikichiki, both of which were fairly popular originally.  It seems the new shops stole their business.  But still nobody likes frites or donuts.

*  Burgers:  48
*  Sushi:  25
*  Ribs:  22
*  Mexilante:  18
*  Hotdogs:  15
*  Burritos:  13
*  Wurst:  8
*  Gelato:  5
*  Vingt:  3
*  Chow Mein:  0.25
*  Ice cream, donuts, pizza, sweets, churros, frites, and tikichiki all got 0.

Food Vending Machines
Again, these numbers come from having the machines open and the shops closed.  Again, there was a huge loss of business because peeps just hate vending machines. 

It might appear that peeps prefer different vending machines than they do shops.  However, the sample size here is too small to justify that.  In general, the machines that got any business at all only serviced 1 group in any single month, and groups vary from 2-6 peeps.  Thus, machines showing a 4-month average of 3-6 peeps got 1 group of customers per month, so are all about equal.  Those with smaller averages did not get customers every month, and some got zero business at all.

1 group/month:
*  Mexilante:  6.25
*  Gelato:  5.75
*  Churros:  5.5
*  Ice Cream:  4.25
*  Chow Mein:  3

1 group every 2 months:
*  Sushi:  2.25
*  Wurst:  1.75
*  Sweets:  0.75

1 group in 4 months:
*  Sweets:  0.75
*  Tikichiki:  0.75
*  Frites:  0.75

Zero business over 4 months:
Ribs, Vingt Sept, pizza, burritos, burgers, kebobs, hotdogs.


9
Here's my life-size copy of "Colossus the Fire Dragon" at Lagoon in Farmington, Utah.  It was originally a portable ride in a travelling show so has the usual features of compact coasters.  The supports are all custom except for the upper parts of the loops, but I put the concrete-filled ballast tanks around the bottoms of the loops.  If you want to make this a portable ride, delete the concrete and replace it with fake water.

The layout is very close to the real thing EXCEPT for various problems caused by the PC station platform and SLV hard-wiring.  Here's the list of unavoidable inaccuracies:

*  Queue Entrance is on the Outside of the Layout:  In real life, the queue begins on the opposite side of the ride from the station at about the center of the long side.  It crosses a bridge over the brake run, then runs inside the layout beside the brake run, between that and the 1st helix, on around to the station, which it enters on the END of the platform, and the platform is very narrow.  But in PC, the entrance side of the platform is very wide due to the cattle chutes, which would be in the way of the 1st helix.  So, there was nothing for it but to put the queue entrance on the outside of the layout.  And even doing this, the platform still is about 2m wider than the real thing on the inside, even though the exit is also on the outside of the layout, so this impacted the turn radius of the 1st helix coming out of the loops, and to some extent the rest of the layout.

*  Station is 20m Long:  In real life, the station is 17m long but in PC, it's only possible to make stations in 4m increments, and it always has 3-4m of padding at each end.  I had to make the station this long to get a 5-car train (see below).

*  Trains Have Only 5 Cars:  In real life, the trains have 7 cars, which are exactly as long as the station.  This is impossible in PC because, for reasons passing understanding, Frontier inexplicably hardwired the SLV to have a max of 6 cars no matter how long you make the station.  WHY?!?!?!?  There are Schwarzkopfs with up to 8 cars, after all.  But be that as it may, the equally inexplicable 3-4m padding on both ends of the station mean that I had a choice:  a 16m station with only 3-car trains or a 20m station with 5 car-trains.  I chose the latter so the trains would be the closest to the real length, even though this impacted the overall layout.

*  Only 2 Trains instead of 3:  Because I was forced to put the ride's entrance and exit on the same side of the station, whereas they're on opposite sides in real life, the loading cycle is longer than in real life.  The time required for the previous riders to exit the platform so increases the loading cycle that it's impossible to run 3 trains without them sitting forever on the brake run, which kills excitement without increasing throughput.  So it's better in this case to have only 2 trains.

But otherwise, this is a pretty close replica :).

NOTE:  The blinky lights are only on the side of the ride facing AWAY from the station, as in real life.  The side opposite the station is the "front".  So, unless you want to add more blinky lights, I recommend putting the station side against the park boundary and running the queue around the end of the ride.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1618368336

Part of my life-size coaster collection:  https://steamcommunity.com/workshop/filedetails/?id=1564463657

Here are the graphics:









And here's the video: 

10
Planet Coaster Community Board / World's Scariest Coaster?
« on: January 05, 2019, 06:09 PM »
I believe I've found the world's scariest coaster.  Sure it's not very tall or fast, and has no intentional inversions, but I think the totality of its circumstances easily make it scarier than any other coaster I've ever seen (and I inspect travelling shows as part of my job).

The following album shows a number of views of it, along with other attractions of this travelling show.  The coaster is shown in pics 1, 4, 5, 8, 11, 12, and 18.  http://www.ebaumsworld.com/pictures/third-world-amusement-park-rides/82804229/

The things that IMHO make this coaster the scariest are:

1.  Setting
This is in a bad neighborhood.  Note the bars on most of the windows.  I'm guessing it's somewhere in the more Spanish part of the Caribbean based on the mix of races, the architecture, the palm trees, the obvious heat and humidity, and what appears to be some sort of creole Spanglish on the few bits of text in the pics.

2.  Lack of Responsible Parties
The ride appears to be home-made (do I see rebar in the rail bracing?) and the plans weren't likely stamped by a professional engineer.  And while I'm sure the operators are as honest as American carnies :o, I doubt they have a license, insurance, a permanent address, or any sort of contact information.  Nor do I believe either the local or national government did a safety inspection.

3.  Lack of Medical Infrastructure
Ambulances, if they even exist in this place, can't get close to the ride.  But even if you can somehow get to a hospital, what do you get there?  I'm guessing mostly chanting, chicken blood, and rum.  Which actually works sometimes.

4.  Electrical Hazards
First off, you have the low overhead wires of dubious workmanship, which always seem to be within arm's reach of all the rides.  Then you have every ride seemingly illegally tapped into said low-hanging overhead wires..  Then you have the coaster support at the bottom of the lift sitting on top of one of the cables (see pics 1 and 11), grinding into the insulation every time a car passes.  Won't be long before the whole ride is electrified.

5.  Track Smoothness
This coaster makes PC's smoothness look quite good.  The inner rail appears to be digital rather than analog (see pics 11, 12, and 18) and the joints between track sections are out by several finger-widths (all pics of coaster).

6.  Dubious Wheels on Car
The wheel assemblies appear to be made mostly of repurposed shopping cart casters.  And they're coming apart, especially the front left, as shown in pics 11, 12, and 18.  Also, there's a lot of smoke coming from the front left in pic 8.

7.  Restraint System
There really isn't one at all.  No seat belt, no lap bar, just hang on as best you can.  The only thing that might be considered a restraint is that the right side of the car has a higher 2nd rail added on, apparently to keep folks from flying out sideways when the car makes a sudden left turn.  This 2nd rail is bent and most of the paint is worn off, indicating it gets a lot of use, probably breaking many ribs along the way.  IOW, high lateral Gs.  See pic 18 especially.

Thus, all things considered, I'd rate this coaster much scarier than all the more high-budget headliners.  If anybody here has ridden this thing, you have all the coaster cred :).


11
Planet Coaster Community Board / Happy New Year
« on: January 01, 2019, 06:41 PM »
2018 was pretty shitty to a lot of folks here.  I'm glad to see it go and I piss on its grave.  I hope 2019 will be better for everybody.  So Happy New Year SGW!

12
Here's a pretty accurate copy of the CCI "Great White" at Morey's Piers, Wildwood, New Jersey, USA.  When I saw the nested turn with the dip in the middle like a fedora hat, I knew I had to make this coaster.  Plus, it's somewhat unique in how the train gets from the station to the lift.

NOTE:  Blueprint does NOT include a full pier.  You'll have to build that yourself.  See Workshop item description for instructions.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1609861656

Part of my life-size coaster collection:  https://steamcommunity.com/workshop/filedetails/?id=1564463657







And the POV: 

13
Planet Coaster Rides / Life-Size PTC Wildcat Replica
« on: December 29, 2018, 04:46 PM »
This is my copy of the "Wildcat", a classic 1927 Philadelphia Toboggan Co. woodie at Lake Compounce, Bristol, CT.  It's life-size and has a ride rather similar to the real thing.  I'd say it's about 90% accurate on the track and ride experience.  The supports aren't so good, thanks to various limitations, but they look enough like the real thing at a distance if you're drunk.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1607190071

Part of my life-size coaster collection:  https://steamcommunity.com/workshop/filedetails/?id=1564463657







And the POV: 

14
As you might have seen elsewhere, I have a park called "Quarantine Island".  This park has the following pertinent features:
* 70,000 parts more or less
* 8,900 peeps more or less
* 0 TMT content
* 1.3 MB of billboard textures (all JPGs, no videos)

On my ancient computer, this runs smooth as silk these days, which is an improvement over when I was finishing the build the better part of a year ago, probably due to optimizations worked into the game since then.

A couple days ago, I downloaded Pixelweiss' "Pixelland" park (see the park thread).  This park has the following stats.
* 56,000 parts more or less
* 875 peeps (limited in settings)
* 0 TMT content
* 16.6 MB of billboard textures (all JPGs, no videos)

So, this park has only 80% of the parts as Quarantine Island, and only 10% of the peeps.  Should be no problem, right?  Wrong.  It gave me ALL the performance issues which people have been complaining about since 1.9.  Frame rate was a slide show.  Editing buildings was impossible due to ridiculously long load times and the very slow reaction of the UI.  And it caused PC to crash on exit.  I rebooted and tried it again with the same results.

Hmmm.....  So, I deleted all the custom billboards and tried again.  And voila, everything was silky smooth, as would be expected given it being smaller than Quarantine Island.

It therefore appears that a sufficient amount of billboard textures can cause all the performance issues folks have been blaming on TMT.  Certainly this changed in 1.9, but it could be that whatever Frontier did to implement TMT hosed up the billboard system, rather than something wrong with TMT itself.

To try to confirm that billboards are at least 1 cause of performance issues, I ask others to try to replicate these results.  First, give Pixelland a try with and without billboards as I did above.

Second, try one of your own laggy parks.  You need to have a park with the following characteristics:

1.  Worked great before 1.9 but has been horribly laggy since.
2.  This lag occurred immediately on 1.9's release, before you downloaded, let alone used, any TMT content.
3.  This park has an assload of billboards.

The test is as follows:
A.  Make a copy of this park to experiment on.  Doing this test might hose up the park's billboard references so you don't want that happening in the "good" version of the park.
B.  DO NOT RUN the real version of the park until after this experiment is over.
C.  Move all your billboard textures to a temporary folder.
D.  Run the test copy of the park and see if performance is better.
E.  Move your billboards back where they belong.

I'm very interested in seeing your results.  Thanks for your time.

15
Planet Coaster Community Board / Contest on Official Forum
« on: December 21, 2018, 09:30 AM »
Over on the official forum, they just announced a "sub zero" park contest.  All you folks who are making Christmas parks might want to take a look.

16
Planet Coaster Community Board / The Care and Feeding of Chairlifts
« on: December 20, 2018, 07:24 AM »
First thing I did when I got the MRC pack was to see just how Frontier tweaked things to allow chairlifts to work.  Some of my guesses were on the money but others were not.  Here's a summary of how its game mechanics work and what you can build with it.

Operating Principle
The chairs are part of the track and are added or removed automatically as you change the length of the track or the speed of the ride.  Chairs are added to or removed from the track in groups of 3, so each group has 6 seats.  Each such group of 3 chairs counts as a "slinky train" (spacing between chairs varies) as far as peeps are concerned, meaning that groups of peeps all have to fit within a single group of 3 adjacent chairs.  Peep groups do not split up.  So, you can get empty seats between groups of peeps if there are fewer seats left in the current group of chairs than there peeps in the next group in queue.  So really, there's nothing new here other than the number of "trains" being determined automatically instead of being directly set by the user.

What IS new is how the stations work.  The "trains" don't stop so the peeps all teleport to and from the chairs.  It goes like this:  As each chair enters the station, it slows down so those behind catch up with it.  Once all 3 chairs of a group are above the platform, the restraints open and the peeps teleport completely off the platform to just outside the exit gate.  The restraints then close briefly and reopen as the chairs move ahead slightly, and the next group of peeps teleports from the head of the queue into the seats.  This all happens on the side of the station where the chairs enter regardless of which side of the platform the entrance and exit gates are.

Track Construction
Stations are a little confusing.  The info says "every station needs both a drive wheel and a bull wheel".  This is not true.  Each entire RIDE needs 1 of each, but each station can really only have 1 or the other.  The drive wheel is the engine at 1 end of the ride, the bull wheel is just the idler/tensioning pulley at the other end of the ride.  If you put both on 1 station, you can't build any track ;).

So, you plunk down the station platform.  Then you get to pick which end piece to put there, the drive wheel or the bull wheel, which is a nice customization feature.  This goes on the opposite end of the station from where the white arrow is.  Then you start building track on the end with the white arrow.

There are 2 types of track, straight and curved.  The curved track can be bent sideways (up to 90^) but not up/down, the straight track can be bent up/down (up to 60^) but not sideways.  Both can stretch up to 40m. 
EDIT:  The curved section can be placed immediately after the 1st station with no problem.  To put it in the middle of the track or just before the 2nd station, you have to have a flat, straight section of straight track immediately before the curved section.

Eventually, you get to the other end and plunk down another station.  Then you put whichever end piece on it you didn't use the 1st time (drive wheel or bull wheel).  You have the usual choices for which side(s) the entrance and exit are on, but remember that all the actions of peeps getting on and off take place on the side of the platform where the chairs enter the station.

EDIT:  Chairlift supports NEVER disappear no matter where you put them:  in the middle of flat rides, between the rails of coaster tracks, or even in paths.  BUT, unlike all other rides, you have complete control over support locations because supports only appear at the ends of track sections.  So if you don't want a support somewhere, you can just change where that section of track ends.

One slightly annoy thing I noticed is that it's somewhat difficult to get the height of the 2nd station where you want it if you don't build a symmetrical track.  You'll likely have 1 station higher than the other.  EDIT:  Also, it does not appear possible to put a 3rd station in the middle of the track.

Interestingly, chair lifts DO NOT need to be tested prior to opening, I guess because it would take so long for the chairs to make a complete lap.  Or maybe because it's all 1 long slinky train so is everywhere at once and thus automatically is tested.  I don't know.  But anyway, as soon as you complete the track, the EFN values appear and you can open the ride at once.

Number of Chair Groups
This is determined by the length of the track and the speed of the ride.  The longer the track, the more chair groups you have.  The faster the ride, the fewer chair groups.  The game automatically spaces the chair groups out along the cable so that groups arrive in the station with enough time before the next group to go through the unload/load animations.  Ride speed is set on the operations tab as with other track rides.

17
Planet Coaster Community Board / Build Shyguy's Cottage
« on: December 14, 2018, 06:02 PM »
In case you hadn't noticed, our Amenable Host has thrown down the gauntlet....

https://www.shyguysworld.com/index.php/topic,19757.msg471879.html#msg471879


18
Planet Coaster Community Board / Temporarily Out of Business
« on: December 03, 2018, 06:25 AM »
Since 1.9 came out, I haven't been able to play PC.  What happens about 90% of the time is that my screen goes totally black (like my monitor is turned off) within a few minutes of opening an existing or starting a new park.  When this happens, the only recourse is a hard reboot.   I've updated my vid driver twice since 1.9 came out and it hasn't helped.  I only have this problem with PC, none of my other graphics-intensive games.

Anyway, after going through this about a dozen times, I've given up until the next update.  I've posted this problem in bug reports, in tech support, and have started a ticket directly at Frontier.  Ain't heard anything about it yet, so I'm dubious the next update will help.  But I'll try it anyway.  However, until this is resolved, I'm out of the PC business.

19
Planet Coaster Blueprints / Life-Size Preston & Barbieri Anaconda 2.0
« on: November 15, 2018, 10:19 PM »
Here's a Preson & Barbieri Anaconda 2.0, a modern compact coaster.  I painted this one after the "Sea Viper" at Palace Playland in Old Orchard Beach, Maine, which opened in the summer of 2018, although earlier examples go back about 10 years.  It's about the same size as the old S.D.C. Galaxi.  In fact, the "Sea Viper" replaced a Galaxi which, by coincidence, was originally from JP's Peony Park.

This replica is pretty close.  It has the same height and footprint as the real thing, and reaches the same max speed.  However, the 1st drop is a bit steep.  The supports are also pretty close although there are a few less than the real thing.

This blueprint has about 2400 parts, about 2200 in the supports and lift machinery sheds and 200 in the minimalist station roof (raised rib metal roofs are expensive in parts--hopefully TMT will change that).  These supports were some of the most arduous I've ever built.  They weren't so hard to do, it's just that nearly all of them are unique so there wasn't a lot of copying to be done.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1565266535

Collection of my other life-size coasters:  https://steamcommunity.com/workshop/filedetails/?id=1564463657








20
Planet Coaster Rides / Life-Size Preston & Barbieri Anaconda 2.0
« on: November 15, 2018, 10:18 PM »
Here's a Preson & Barbieri Anaconda 2.0, a modern compact coaster.  I painted this one after the "Sea Viper" at Palace Playland in Old Orchard Beach, Maine, which opened in the summer of 2018, although earlier examples go back about 10 years.  It's about the same size as the old S.D.C. Galaxi.  In fact, the "Sea Viper" replaced a Galaxi which, by coincidence, was originally from JP's Peony Park.

This replica is pretty close.  It has the same height and footprint as the real thing, and reaches the same max speed.  However, the 1st drop is a bit steeper and it has the usual issues caused by PC's coaster rules, but I'm happy with it.  The supports are also pretty close although there are a few less than the real thing and they're not quite arranged the same as the original due to the track being slightly different.

This blueprint has about 2400 parts, about 2200 in the supports and lift machinery sheds and 200 in the minimalist station roof (raised rib metal roofs are expensive in parts--hopefully TMT will change that).  These supports were some of the most arduous I've ever built.  They weren't so hard to do, it's just that nearly all of them are unique so there wasn't a lot of copying to be done.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1565266535

Collection of my other life-size coasters:  https://steamcommunity.com/workshop/filedetails/?id=1564463657








21
The Artist's Corner / Mom's Phone Lanyard
« on: November 03, 2018, 03:07 PM »
My ancient, forgetful mother lost her cellphone 2 weeks ago.  And I mean really lost and gone forever, not the nearly daily temporary misplacing of it.  As this is a vital piece of equipment (to call the ambulance she or my even more ancient father might need at any moment), I got her a new one.  However, as I was tired of looking for her phone all the time, I stipulated that she must put a lanyard (or, as we say in the Marines and fire service, an "idiot string", but don't tell her I said that :D) on the new one, to minimize the chance of future loss.  She resisted at first, not wanting to think herself so forgetful.  But I promised I'd make her a custom lanyard (strangely, they don't seem to sell such things).  With the prospect of a custom son-made lanyard, she relented and even consented to using just a piece of string in the interim.  As this is hardly a fashion statement and a promise made is a debt unpaid, I set to work making the lanyard at once.

It took about a week to get the necessary parts and since then most of my free time has gone into trying to make the lanyard.  It's been a very frustrating experience.  I'm into primitive tech so have a fair amount of experience with this sort of thing, including making the string itself from scratch right off the plant.  However, what works in the mancave won't do at all around the neck of a little old lady with a strong sense of decorum.  So I had to get MUCH fancier than is my wont, which meant many small-diameter strands in colors matching most of her clothes.  My eyes are still pretty good but my Neanderthal fingers like fewer, bigger strands.

Just getting the 1st part done, an 8-strand braid I'd never attempted before, took up most of the time.  After about 50, I lost count of how many times I unraveled everything, meditated, and started over.  That happened 5 or 6 times just this morning.  But finally I got into the zone, able to maintain that meditative state long enough to get over the initial 8-strand hump.  After that it was gravy and I got the 8-strand finished, then also finished one of the 4-strand neck loop sides.  By this point, I was physically, mentally, and spiritually exhausted, so called it quits for the day.  I hope to finish the rest this weekend.

Here's where she stands at this point:



The whole thing is made of 2mm cord, 2 each strands of black and purple all 12 feet long but doubled over to give 8 strands with 6' working lengths.

The end at the center left will attach to the phone with a split ring through the AUX cable hole in the phone's rubber shell.  This split ring will also connect to the hex nut there, which was salvaged from the light fixture of a defunct ceiling fan.  The 4 cords are attached to the hex nut with a multiple larkshead hitch, giving 8 working strands.

The next section is the very troublesome 8-strand gaucho braid.  At the end of this, I took the 4 "higher" strands from the braid, led them to the center, and used the "lower" 4 strands to make 3 rows of crown knots back up towards the hex nut on top of the 8-strand braid and 4 "higher" strands.  This secured the 8-strand braid so then I brought those 4 strands back down with a Matthew Walker knot on top of the crown knots, to form a good lump at the end of the "handle".

At this point, I divided the 8 strands into 2 groups of 4.  One of these I coiled up to keep out of the way.  The other group I did in a simple 4-strand flat braid with until it was long enough (fitting it to Mom along the way), then put a small ring for a clasp there and back-spliced the ends into the braid.  There's about 1 foot left on each strand that I'll cut off eventually but right now it's all just hanging to work the kinks out overnight.

So, I'm feeling rather pleased with myself and decided to show this off while toasting the weaving spirits and deities in thanks for their help.  Still got the 4-strand flat braid and back-splice to do on the other side.

22
Planet Coaster Community Board / LIve Stream Stardom
« on: October 17, 2018, 01:19 PM »
 :laughing_skull:  Belly up to the bar, lads and lassies.  My Nepali restaurant got on today's livestream at 41:15 so I'm buying a round for the house.  I feel like I devalued the game and need to repent  :euro:

And hang around because Redhair's Royal Diner came along at 50:20 and is a proper submission, so he owes us a drink, too :)

23
Planet Coaster Blueprints / BH's Himalayan Stuff
« on: October 16, 2018, 11:55 PM »
This restaurant is styled like the temples you might see in Katmandu.  They like the color red over there.  Has all 10 seat boxes and mostly an Oriental menu although it also has a kiddie menu.  About 850 parts.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1541035160




24
Ladies and gentlemen, BEHOLD!  The mighty "Pythagoras Racer", a quasi-Möbius quasi-replica of the long-dead full-Möbius "Derby Racer" aka "Racing Coaster" (1913-1969) at the long-defunct Euclid Beach Park in Cleveland, Ohio, USA.  My coaster has the same 250m x 36m footprint and the same number and general arrangement of dips but the lift is taller and pointier because friction.  Also, this is a QMC, not an FMC like the original.,  Still, I'm rather proud of it.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1434436567

POV (with a different paintjob): 

NOTE:  To race properly, the ride MUST BE OPEN with a queue full of real peeps.  The trains will NOT sync up with test dummies.  Also, the ride must warm up with 5-6 trains through the station after the queue fills up before syncing happens.

This blueprint contains the massive coaster, a station building, a queue shed, a sign, lights only visible from the station side, AND nearly 600 gap-fillers in the otherwise stock support structure.  Total is about 1250 parts plus a huge amount of park real estate for the track.

Also note that due to having 5 trains, 2 lifts, and 9 block brakes, this coaster has Low Reliability.  Thus, you need a skilled mechanic whose work roster keeps him close by or this ride will break down annoyingly often.














25
Actually, I completed this in the summer contest but only today did I bother to extract it from my contest park, delete the excrescences, and repaint the remainder in more conventional colors.

Ladies and gentlemen, BEHOLD!  The mighty "Pythagoras Racer", a quasi-Möbius quasi-replica of the long-dead full-Möbius "Derby Racer" aka "Racing Coaster" (1913-1969) at the long-defunct Euclid Beach Park in Cleveland, Ohio, USA.  My coaster has the same 250m x 36m footprint and the same number and general arrangement of dips but the lift is taller and pointier because friction.  Also, this is a QMC, not an FMC like the original.,  Still, I'm rather proud of it.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1434436567

POV (with a different paintjob):



NOTE:  To race properly, the ride MUST BE OPEN with a queue full of real peeps.  The trains will NOT sync up with test dummies.  Also, the ride must warm up with 5-6 trains through the station after the queue fills up before syncing happens.

This blueprint contains the massive coaster, a station building, a queue shed, a sign, lights only visible from the station side, AND nearly 600 gap-fillers in the otherwise stock support structure.  Total is about 1250 parts plus a huge amount of park real estate for the track.

Also note that due to having 5 trains, 2 lifts, and 9 block brakes, this coaster has Low Reliability.  Thus, you need a skilled mechanic whose work roster keeps him close by or this ride will break down annoyingly often.














26
Community Chat / Shingles Vaccine Info
« on: October 09, 2018, 06:22 AM »
If you're 50-ish, you're probably thinking about a shingles vaccine.  I strongly recommend this due to having seen shingles tear up a couple of guys.  One got it in his arms and it messed his hand nerves up to the point he couldn't shuffle or deal cards anymore, let alone work his fly or wipe his butt.  The other got it in the eyeballs and is essentially blind now.  Not wanting that sort of thing to happen to me, I got the vaccine as soon as I came of age recently.

In case you don't know, there's a new type of vaccine out called Shingrix which is a replacement for the old Zoster.  Doctors recommend you get the Shingrix even if you've already had the Zoster before, due to Shingrix supposedly being considerably more effective (over 90%) and even if you still get shingles anyway, it'll supposedly be much milder than without.

Shingrix is a 2-part thing; you take the 2nd shot about 2 months after the 1st.  There's a run on it right now so you often have to get on a waiting list.  Thus, if you're thinking about doing this, call your doc today so you can get in line.

You have a pretty good chance of getting some side effects.  This is to be expected as the shots have to stir up your immune system, so you're likely to get some sort of immune system response like fever.  Fortunately, this doesn't last long.  The shots are slightly uncomfortable, not quite as viscous as peanut butter but definitely thicker than water, and the injection site feels bruised for a couple days.  As to other effects, in my own case, both times I got the shots about noon and they woke me up about 15 hours later, around 0300 that night with chills, fever, headache, and flu-like body aches.  When I got the 1st shot, I felt like complete crap until about 1500 the next afternoon, so about 12 hours of misery.  I got the 2nd shot yesterday and it's 0800 my time now, and I feel like crap, especially as I've been mostly awake since 0300.  I'll soon be going back to bed but expect to feel better by 1500.

So, when you get called that it's finally your turn to get the shot, be sure to arrange your work schedule so you can afford to miss the next day of work.  And be prepared to spend the next day in bed.  But hey, I'll trade 2 days of feeling horrible to to avoid risking my hand nerves and eyeballs.  They say 1 in 3 folks get shingles and that's way better odds than winning a hand of poker, so it's not a chance I want to take.

27
Planet Coaster Rides / LIfe-Size Pinfari ZL42
« on: October 06, 2018, 11:53 PM »
Here's a life-size Pinfari ZL42.  It moves faster in places than the real thing due to having to deal with PC friction.  And despite all the headchoppers, it has negligible fear to go with its lackluster excitement.  This is a kiddie ride despite the neck-breaking circular loop.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1532681563

This was made with a Looney Turns track (simple track, looping, and kid-friendly) with Invincible cars.  It's about the smallest life-size coaster it's currently possible to make and the primary inaccuracies are due to the irreducible mass of the station.  It has no theming whatsoever or even a station--I leave that as an excercise of the interested student.

The real ride was designed to be portable and has 2 ballast tanks full of water, 1 on each end in the center of the turns, to hold the ride still on the ground.  It's cheaper and easier to get water on-site than to haul that much weight around.  Most permanently mounted examples only have 1 tank at the station end, as I've built it here, and often have  turned it into some sort of fountain.  But some permanent examples have both tanks and have usually filled them with sand instead of water.  There are also some permanent examples with no tanks at all as they don't really need them.  I've included the 2nd tank for them as want it.









28
Planet Coaster Blueprints / Life-Size Pinfari ZL42
« on: October 06, 2018, 11:52 PM »
Here's a life-size Pinfari ZL42.  It moves faster in places than the real thing due to having to deal with PC friction.  And despite all the headchoppers, it has negligible fear to go with its lackluster excitement.  This is a kiddie ride despite the neck-breaking circular loop.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1532681563

This was made with a Looney Turns track (simple track, looping, and kid-friendly) with Invincible cars.  It's about the smallest life-size coaster it's currently possible to make and the primary inaccuracies are due to the irreducible mass of the station.  It has no theming whatsoever or even a station--I leave that as an excercise of the interested student.

The real ride was designed to be portable and has 2 ballast tanks full of water, 1 on each end in the center of the turns, to hold the ride still on the ground.  It's cheaper and easier to get water on-site than to haul that much weight around.  Most permanently mounted examples only have 1 tank at the station end, as I've built it here, and often have  turned it into some sort of fountain.  But some permanent examples have both tanks and have usually filled them with sand instead of water.  There are also some permanent examples with no tanks at all as they don't really need them.  I've included the 2nd tank for them as want it.









29
Planet Coaster Blueprints / Life-Size Pinfari FC80 "Super 8er Bahn"
« on: September 30, 2018, 05:40 PM »
I finished the one-of-a-kind Pinfari FC80, currently residing at Wiener Prater as the "Super 8er Bahn".  This has about 1800 pieces of custom supports plus lights and about 50 pieces for a realistic but totally unthemed station.   Also, the sign-holder on the 1st drop is empty.  It's on anybody who downloads this to make it fit their park.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1527382644

Here are some pics:













And here's a POV:



And a POV of the real thing for comarison:


30
Planet Coaster Rides / Life-Size Pinfari FC80 "Super 8er Bahn"
« on: September 30, 2018, 05:37 PM »
I finished the one-of-a-kind Pinfari FC80, currently residing at Wiener Prater as the "Super 8er Bahn".  This has about 1800 pieces of custom supports plus lights and about 50 pieces for a realistic but totally unthemed station.   Also, the sign-holder on the 1st drop is empty.  It's on anybody who downloads this to make it fit their park.

Workshop link:  https://steamcommunity.com/sharedfiles/filedetails/?id=1527382644

Here are some pics:













And here's a POV:



And a POV of the real thing for comarison:


Pages: [1] 2 3