Coaster not fast enough to proceed

Hello everyone. Can someone help me with something? I try to build a custom coaster of my own but whenever I create a track leading to an upwards scale, it gets stuck as it's not fast enough. How can I prevent this from happening? Also, when I try to build ''Rolls'', it also get stuck as I can't modify the default ''Rolls''.
 
I think it's going to be difficult to advise in a way (trial and error is a great teacher) but (obviously) from a certain drop you will have a max height the coaster will reach on the rise, given that there's a small amount of friction slowing it down.

There's an option to tick, to show height markers on the coaster that will give you relative heights of the elevations and, for tips you could try building a coaster from the workshop to see how it's been constructed as a starting point.

Check whether you have any special pieces in the track, in the big menu in the middle, You have chain lift sections, brake sections, ordinary track sections ... when editing the coaster, if you select sections of track the menu will tell you what type of track that section is (and you can change it) .. it's possible you might have accidentally created a brake section in the dip (slowing the coaster right down)?

When you put roll sections in, the icons around it will allow you to scale it .. but one thing that gets me (building coasters in general), is sometimes I think I've built the section but it hasn't actually been added yet (only selected) .. using the build button (again in the middle menu), where it shows you how much the section will cost, will actually create./ build the track. (If the track is green it hasn't actually been built yet.) You can adjust track even after it's been built.

I'm sure others (and you tube) will be able to give better advice than I can but hope that gives you a few pointers anyway.
 
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As Winterwalker has said trial and error is the best way to learn but one tip I feel will help is when building your coasters, keep your next hill, incline, loop, ect., lower than the previous drop (unless you plan to add boosters). So if your initial drop is 100ft, your next hill should be no higher than 90ft, and the hill after that should be no higher than 80ft, so on and so forth.
 
Hello everyone. Can someone help me with something? I try to build a custom coaster of my own but whenever I create a track leading to an upwards scale, it gets stuck as it's not fast enough. How can I prevent this from happening? Also, when I try to build ''Rolls'', it also get stuck as I can't modify the default ''Rolls''.

The basic thing to remember is that each time you go down, you can't ever get back up quite as high as you started before the drop. This is due to loss of kinetic energy due to friction with the track, air resistance, etc. So basically, your lift hill is always going to be the highest part of the track, the hill (or the top of a a loop, etc.) after the lift must be a few meters lower than the lift hill, and each hill after that must a bit lower than the one before. So as others have mentioned, you need to turn on the height markers so you can build each hill slightly lower than the one before.

In addition to just normal friction, you can get some more (and thus lose more energy) from rough spots in the track. Every little zig-zag and kink in the track causes momentary G forces that increase friction, deflect momentum, etc., and thus eat into the train's kinetic energy. To avoid this problem, carefully bank and smooth your tracks to eliminate all such kinks and unwanted bumps.

And then there are the high-G maneuvers, the radical course changes. Sharp pull-outs from drops, loops, tight turns, rolls, etc. High G forces increase friction substantially, robbing even more kinetic energy. IOW, compare a coaster starting on Hill A, going down to the ground, then up to Hill B, with another coaster with an inversion between Hills A and B. Hill B must be lower for the coaster with the inversion than without because the inversion uses a lot of energy. Thus, careful smoothing and banking are even more important for inverting coasters than others (although it's important for all of them).
 
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