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Thunderhead's NoLimits v2


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#1 Thunderhead

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Posted 22 June 2011 - 01:08 AM

I have an old thread that features lots of crappy rides, bickering between me and others, and a ton of unfinished rides. I didn't feel like bumping that crap, it's embarrassing. I was young and dumb :D. Pretty much the only thing that has changed is my age. I've been working really hard in NL lately to create the best Hand Built rides I can. I've tried newton, and it just wasn't for me. I feel more satisfied hand-building too. Most of the rides I have been doing are great compared to my old work, but they are still mediocre. Some of the transitions are sharp and I'm still working on that. I've tried adjusting out of the wazoo but it just stays a bit sharp.

I've also begun to work harder and have more patience with custom supports. I've used pics of other rides with styles similar to that of what I'm building and I've gotten a lot better at the Custom Supports. Anyone that rode my old rides knew my custom supports were terrible and ugly, and that these are eons better then what I used to do.

**These rides are still sub-par to some of the other designers rides on this site**

FYI: I have a woodie I just uploaded to the D.E. "Testin," (name is gay, I know).

Latest Project: Rakete

The name is German or something, I can't remember what the language is or what it means in English. No Stats yet, but most good NL users could guess. The only thing I don't like about this is a few of the transitions, and lift supports.

But this is all you get for now..

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#2 biZarRo

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Posted 22 June 2011 - 08:50 AM

You neede a lot more nodes for the track layout. What kind of coaster is it? I'm guessing an Intamin of some sorts.
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#3 Thunderhead

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Posted 22 June 2011 - 03:28 PM

I know it probably wouldn't hurt. But it's decent for now. In the future I'll use more but this isn't bad. That's always been a problem I have had but it's not a huge deal here.
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#4 biZarRo

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Posted 23 June 2011 - 07:33 AM

I guess I'll find out when I ride it.
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#5 Silver Swordsman

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Posted 23 June 2011 - 07:42 AM

I remember dying on every single one of your rides, TH, and wondering each time how long it took for each project. I'm glad that you're paying much more attention to quality over quantity, and I look forward to seeing more beautiful creations from you! As for getting rid of pumps, ride in the rear car: if the front cars jerk around like a marionette, then chances are that the riders' necks will be jerked around like a marionette, and what happens is something along the lines of what happened to Marie Antoinette... :D

Biz has some points, but then again, hyper coasters with their swooping long drops and hills can achieve a relatively smooth ride, although that would completely depend on the creator's patience and care. ;)
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#6 Thunderhead

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Posted 23 June 2011 - 11:18 AM

Yeah, I spent a good 2-3 hours yesterday just tweaking every little section of track. The first half is actually very smooth, from the first car. But yeah I'll definitely look into that more. I know some rides need more nodes but this one is fairly smooth without a lot. The first drop was terrible with 4-5 nodes and I just couldn't get it right at all.

Thanks guys!
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#7 biZarRo

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Posted 24 June 2011 - 06:42 AM

Could we see some pics from the simulator?
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#8 Thunderhead

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Posted 24 June 2011 - 10:05 AM

Later, Right now after doing all this adjustments the supports I did are all over the place. I thought the trackwork was good until I rerode it a few times, that's when I realized it needed some tweaking. So now they're pretty hideous. Expect some later tonight. Busy day today.
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#9 Vicarious Chair

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Posted 26 June 2011 - 01:32 AM

It doesn't look too bad from what I can see. But adding more nodes really helps when it comes to shaping, and Intamin designs usually need it, but we'll see. I have mixed feelings about the drop, I feel you're missing out on some extra speed you could have attained, but swooping drops are kind of fun, so I don't hate it.

#10 Silver Swordsman

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Posted 26 June 2011 - 09:16 AM

On second thought, I think the track design looks like a spaceship from Skyline. :P And where are those in-game renders???
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#11 Thunderhead

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Posted 26 June 2011 - 12:23 PM

Patience patience. I finished trackwork last night and sent it to Tyler to get some advice. I corrected that as much as I could and I'm fixing some supports.

EDIT:

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Edited by Thunderhead, 27 June 2011 - 10:44 PM.

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#12 Daniel Westfall

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Posted 28 June 2011 - 12:24 AM

Let me guess....Green Hornet?

#13 Silver Swordsman

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Posted 28 June 2011 - 07:50 AM

If you're looking for improvement I can give you several tips for that picture.

1) There is a huge hole in the support joint in the foreground. Fix it with extra nodes. (Don't be lazy)
2) The lift-hill supports are way too wide. Pull them in a bit.
3) The support on the bottom. I know what type of structure you're going for, kinda like this, but notice that the beam that makes contact with the track is much shorter than yours. Do the same, otherwise, it makes your supports look sloppy.
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#14 Thunderhead

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Posted 28 June 2011 - 10:35 AM

I've actually redid a lot of those supports. But I'm still having that "hole" issue at the joints that I was planning on asking about. But now I don't need too. And the bottom support was deleted I believe. And yeah those lifts supports are a bit too wide.

Thanks :)
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#15 biZarRo

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Posted 28 June 2011 - 11:44 AM

I would recomend changing the track colors so that they are all green. It really doesn't look good with multiple colors. I would then make the supports black.
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#16 Thunderhead

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Posted 28 June 2011 - 12:31 PM

Yeah, I forgot to mention the colors aren't set in stone. I'm still playing with them some.
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#17 Silver Swordsman

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Posted 29 June 2011 - 05:10 AM

If you want to get rid of the hole in the supports, all you have to do is to add one extra node. For the one in the foreground, given that the connecting piece is basically vertical, select one of the nodes, de-highlight it, and select add node. Make sure you are working in top view. Add nodes just a bit away from the nodes you just drew. I remember I made an old supporting tutorial a LONG time ago, but I don't think I can find it as of now.
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#18 Thunderhead

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Posted 30 June 2011 - 11:38 PM

So after I add the node then what? I'm noticing this problem is coming up a lot now in the later support run.
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#19 Tyler Carlton

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Posted 01 July 2011 - 01:24 PM

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See how the node extends past the intersection of the two support pieces? Do that.
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#20 Thunderhead

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Posted 01 July 2011 - 05:20 PM

Ahh I see, how does that look in game? Normal? Or funny?
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#21 Tyler Carlton

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Posted 01 July 2011 - 10:39 PM

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When compared to Maverick's supports:

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#22 Thunderhead

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Posted 04 July 2011 - 12:57 AM

Supports are almost done for the bulk part. Just need to add some special things here and there and do the usual tweaking and what not.

Where did you find those flanges??
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#23 Vicarious Chair

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Posted 04 July 2011 - 02:12 AM

*face palm* You make them out of supports! They're also in the editor picture Tyler provided. Little late to the nl bandwagon I see :P

#24 Silver Swordsman

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Posted 04 July 2011 - 12:19 PM

^ Hey, I was late too. But I think with determination, Thunderhead has the power to blow us all away!
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#25 Vicarious Chair

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Posted 04 July 2011 - 02:23 PM

I know, I'm not picking on him for it. It's almost nostalgic seeing someone learn all the tricks of the trade now that I know most of what there is to NL; but I'm not perfect either, I skip out on stuff too.




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