Roller Coasters Help with first hyper coaster

btw

Arrow and Morgan would probably have about a 60°-70° first drop
Giovanola ~70°
B&M 70°-80°
Intamin 75°-85°

these aren't exact numbers but you can generally assume that Intamin has the steepest while Arrow and Morgan don't have very steep coasters.
 
Anubis is Giovanola
Rage is B&M
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the above two use the same track type but from the car type you can see the company (Giovanola with rows of 2 and B&M with rows of 4)
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Equalizer is Arrow or Morgan...I think both use the same track type and similar car types? not 100% sure though. Morgan does have support structures reminiscent of woodies though. Compare Steel Dragon 2000 and Magnum XL 200.
 
WEll, as the old saying goes, "back to the old drawing board." [haha][haha]

Sorry OP, I didn't see the layout from above I didn't realise that it was laid out that way but please don't delete the ride. So what if it's not 100% realistic? This is a fictional piece after all I wouldn't waste the work you've put into it.

For reference here is mine which is kind of a cross between Intimidator and a Morgan in terms of layout although I didn't plan it that way to be honest I generally just go with the flow) It's a Giovanola (anubis) which I suppose is somewhat inspired by Goliath at Six Flags Magic Mountain.

But honestly I think you can get too worked up about what is realistic, it's a game at the end of the day.
 
That's why in my comment I put the word "realistic" in front of hyper coaster. The way I see it there are multiple approaches to playing theme park simulation games ranging from complete fantasy to full realism. As the OP asked for help with a hyper coaster I wanted to give as much help with that as I can. Seeing as hyper coaster is a specific term used in real life roller coaster classifications it looked like the OP wanted to improve the realistic aspect of his coastermaking. The best way to do that in my opinion is to study the different types of hypers there are.

By the way I have absolutely no problem with fantasy parkmaking and fantasy layouts. Just as I said it appeared to me he wanted to learn more about hyper layouts. Also even in fantasy projects you can gain a lot by knowing what these track and coaster types are meant to be like because that'll help you maximize the ride experience. Most of the real life coaster types are supposed to bring out the best assets of each coaster car/track type.

What I really wanted to say in this response though is the fact that even if a project is started over, that doesn't mean that the work from before is "wasted". In art before you become good you practice and practice and practice and do so many sketches until you finally know what you're doing. It's the same way in most creative processes. And even in case Parkmaker decides to start over he already gained a lot of valuable experience out of making this layout. So I really wouldn't worry so much about rides being wasted. Especially seeing as he only just put a layout down. He hadn't actually started themeing it yet either?
 
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I asked for help because quite frankly I stink with steel coasters, I am much better with wooden ones, but as we don't have any wooden ones to work on I have no choice but to work with steel. I appreciate any and all help, whether realistic or not. Yes, I know it is a game and things don't have to be realistic, but how am I to get better unless I get help?
 
Her is the new one (next step terrain editing):

[video=youtube;32HzdcDf5uM]https://www.youtube.com/watch?v=32HzdcDf5uM&feature=youtu.be[/video]
 
Here are some screen shots of my Hyper coaster station:

Day -

Hyper%20Station%201%20Day_zpsixanaqrc.jpg


Night -

Hyper%20Station%201%20Night_zpskeu8beiu.jpg


Day -

Hyper%20Station%202%20Day_zpsxla84qp2.jpg


Night -

Hyper%20Station%202%20Night_zpsyhtioosa.jpg


Now here is the video of the finished Hyper coaster. Any suggestions for a name for the coaster?

[video=youtube;mjj_wgyMo7Q]https://www.youtube.com/watch?v=mjj_wgyMo7Q&feature=youtu.be[/video]
 
It's definitely more realistic already but there's also room for improvement. Still, very good how you went further towards an out&back style layout.

A few key things

- the turn your coaster has at the top, combined with the flat part of lift his, is very specific to wooden rollercoasters when it comes to these tall out&back style layouts. For steel hypers there is usually a pre drop right at the end of the lift hill or in the case of the newest generation of B&M hypers they just have the drop as soon as you hit the top of the lift hill.
http://i268.photobucket.com/albums/jj20/markhudson17/Diamondback Testing/DSCF0047.jpg

- you generally need to smoothen the banking and the hills a lot! Right now your hills feel like this _/\_/\_ when they shouldn't have such a linear slope but should be a lot more organic instead.
http://f.tqn.com/y/themeparks/1/S/j/5/1/intimidator-roller-coaster-airtime.jpg
Hyper coasters usually ease into the hill and out of the hill and don't keep going up at exactly one straight angle and then down again at exactly one straight angle.
The banking also needs a lot more effort. In PC there's the option to smoothen multiple pieces of track at once which does exactly what it says and is a really useful tool. Also for the turnaround of your layout for example the banking is at the wrong angle at first. Check out real life onride videos of for example Silver Star at Europa Park and check out how the turnaround banks there. Then compare it with your video. It's very much possible to get the desired result in Planet Coaster!!

- I don't think a coasters is done until it's themed accordingly. Now you may follow the route of most american parks where there's little themeing other than foliage perhaps. Or the way many Central European parks like Phantasialand or Europa Park do it the rides have heavy interaction with the themeing, with architecture, with landscaping, with foliage, etc...
I'd say learn more about layouts first. As soon as you're more familiar with realistic layouts try to think about how you can incorporate themeing while you're designing the layout.

- Your coaster also almost is too tall for the height of the hills it goes through after. Until your mid course break section the pacing seems way too fast. The g forces would probably seriously injure people in real life. So try to choose the height of the coaster in a way that it works for the whole layout



Things that I see in place now that are definitely an improvement already are:
- the mid course break section being present (although it seems a bit too abrupt and short actually...that way it doesn't actually get enough grip on the coaster here...but maybe I'm wrong...generally it should have the length of the train)

- the general out&back layout is a huge improvement!

- I really like the idea of your turnaround! Just make it smoother and bigger so it doesn't break people's spines with those g forces.




Keep up the improvement, I'm interested to see more. ;)
 
I had a lot of problems with the hammerhead turn around, I could get the turns leading into it just right, then had trouble making thye mirror image leading out on the other side. A lot of the problems I had was the smooth tool did not smooth it exactly right (I hope they improve this tool a bit).

There will be more theming done once we get water near the underground helix, possibly in other areas as well. The coaster train is only two car lengths, so I thought that 2 brake sections was enough. I will change the lift hill a little bit and try to improve the airtime hills.

I appreciate all your help. Question, what did you think of the tunneling?
 
The amount of tunnels isn't really typical but I'm personally a big fan of any immersive themeing and/or special addons to coasters like tunnels, effects or other stuff like that. So while I don't know a hyper with an underground helix it's not something I will criticize as in my opinion good coasters need to be special in one way or another. That could be one of the recognizable features of this one if it was built. :p Maybe you know Hades at Olympus Theme Park. It's a steel/wood hybrid coaster that has very cool and instantly recognizable tunnels as well which make it a bit special.

I personally like the smoothing tool. Just invest more time. :) Also I would definitely still suggest to make the turnaround less tight so it doesn't jerk the riders around!
 
This has come very far but I feel that V5 is a step backwards, you've taken the 'MOAR SPEED MOAR POWER'

I'd personally say that for a Hypercoaster the drop after the brakes section is sufficient for a couple hammerhead turns. Everything felt smoother on V4 too (in my opinion). If you want to use this HUGE style of drops I'd make the enbankment and change of direction much much longer, around 3-4 of the longest construction peices you can do, Also using the smoothing tool I personally find it works better on smaller sections, for example with your hammerhead it look like you used to smoothing tool around the whole thing consiquently giving you the wrong enbankment on the left turn in.

I really liked V4 if i'm going to be honest but it needed a little more smoothing and landscape work but V4 is better than V5 in my opinion.

Either way I really like to see the progress that you've made and don't think i'm trying to knock you down because the progress made from V1-4 is so amazing. Give yourself a patt on the back.
 
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