I revamped it, here is the new modified one. What I am mainly concerned with here is the layout, theming will come later. Any help is appreciated.
I'll go through this video sequentially.
First thing is your chain lift speed is very high but is consistent with a cable lift - which is ok. It's a shame this game doesn't support cable lifts but there you go we have to improvise. The first drop should be steeper imo as this would generate a greater positive vertical G-force at the bottom and also more speed although as I'll explain later on this isn't always a good thing.
Nice head chopper on the way up the first hill but be careful it's not too close to your riders heads - this game's collision detection isn't the greatest thing ever, I've been caught out a few times by the odd thing being too close for comfort and having to change ride layouts. It's hard to say whether it's too close or not it would be easier to see it in game if you watch your coaster from the "interest" view that faces backwards towards the front seats. Bare in mind as well that guests will stick their arms in the air and test dummies won't so allow a bit of room. If you want a good POV for headchoppers then there is an "interest" camera that literally sits on top of the seats. I think it's called looking forward but I can't remember - anyway go into that view and as you get to a headchopper rotate your camera to face up and you'll soon find out whether you still have your head/arms or not.
The first hill is too low in my opinion - you'll probably get away with it but generally speaking going over the top of a hill too fast is really bad. If you do this then your riders will experience negative g-forces that are too high (anything more than 2g for more than a second is dangerous but occasional spikes of less than 3g are ok in moderation e.g. on skyrush). Excessive negative g-forces are by far the most dangerous kind of force on a rollercoaster and will cause some very nasty and potentially life-threatening injuries such as red-out & G-LOC as blood is forced into your head.
Nice sweeping dive on the next drop however watch your banking - you're going too fast round this bend in my opinion so you'll need to bank it pretty steep it gets worse at the bottom as there is no banking at all if anything the banking should be steeper at the bottom rather than the opposite way round otherwise your riders will be quite uncomfortable from all the lateral g-forces
If you pause at 34 seconds - that track is way too close for my liking as you come round the bend. If I stuck my arm out I would lose it and in fact it looks like the train may even be clipping through that piece of track (told you this game's collision detection is wonderful).
Next turn is nicely banked but unfortunately the hill after that has a really nasty transition because:
a) That hill is way too fast and thus dangerous from the negative gs anyway
b) The distance over which the track levels out from the banking is too short so the train snaps back very quickly which would be quite uncomfortable.
The next hill is also taken too fast and the drop afterwards needs more banking.
The hill afterwards is taken a tad too fast but is much more in-line with what is reasonable. The drop turn needs more banking - this game's audio design is amazing so you can use that to aid you. That metal grating sound you hear is indicating that there are high lateral g-forces because it's the sound of the guide wheels grinding against the track is it goes round the bend - if you hear that it needs to be banked more or taken slower.
Nice tunnels
However the head chopper in the second tunnel would kill you - way too close
Turn after that needs a tad more banking but it's ok. The hill afterwards needs to be higher - you're cresting that mini hill at easily 50-60 mph. The hill after that is also taken too fast.
The turn after that is nicely banked (no grinding noise = good) and the terrain interaction is nice.
Bit of a wobble in the track at about 1:04 where you hit the bottom of that dip and then go up - might wanna go over that with the smooth tool or change the banking manually if that doesn't fix it. Sometimes the smooth tool makes things worse.
Nicely banked turn at the end and brake run is fine.
So in conclusion:
- Watch your speed especially when cresting a hill, I usually aimed for between 10-20 mph in RCT2 depending on how sharp the top of the hill is.
- Bank your turns more and when going down a turning drop bank the track more as you go down
- If you train is going fast and you want to level your track out from where it's banked use max length track so your train doesn't snap suddenly
- Headchoppers are fine but please none that are within touching distance - I quite like my appendages where they are
The other thing I would say is your ride is very short for a hypercoaster. Most hypercoasters I know of are in the 2:30 - 3:30 range - I think your ride is very short because it's very quick all the way through and doesn't have any mid course brake runs (which if you're going for realism it should) so to be honest you could lower your first drop and 90% of these problems will be fixed.
If you need a guide as to how fast you should let a train go over the top of a hill then the best advice I can give you is watch POVs of famous hypers and gigas on youtube. Bear in mind though that even real coasters (e.g. nitro) really push the boundaries of what is considered safe in terms of negative gs.
Also why are you using a custom looping coaster instead of the B&M hyper track? Nevermind I had no idea there was more than one kind of hyper in this game I haven't built one yet.