Update of how coaster statics are made up and G-Force recalculation

Hi there,

What I've been noticing is that how higher the G-Force, how higher the excitement rating.
So you literally have to kill your guests in order to create such coasters that will allow you to achieve the career challenges.

For safety standards, A coaster should never have more then this G-force otherwise it will kill you by the force.

- Max. Vert. G-force: +5.00
- Min Vert G-Force -2.50 (Although -1.10 is pretty uncomfortable and gives a huge moment of airtime, but -2.5 negative G's will kill you, From -1.5 you can get serious blackouts)
- Max Lateral G-Force is 3.00
- Min lateral G-Force is -1.00

If you exceed these digits you can blow your heart or your stomach up in just a roller coaster ride.
I know it's a game, but i can't make realistic coasters in Planet Coaster cause it then says there not exciting enough and not enough fear.

So here comes the real idea: Fix the ride statics on coasters to real G-force calculations and to the intensity of turns and inversions.
And if you go over the g-force limit, maybe you could make guests black out or even get so sick they need a first aid or even get killed by the huge amount of G-force they are facing.

Thoughts on this?

Cause i made a coaster with 11 airtime hits, a drop of 70 meters down, a 131l km/h and still with all this statics a 4.00 excitement rating and a 4.00 fear and 2.00 nausea rating...

Which i define weird.
 
I found out it isn't just a bug but it's hard coded. So that makes it better to make it a good idea for the DEV team to implement it.
 
The copaster looks like the New Taxas Giant. Much airtime hills that doesn't excite people, Or when i get 3,9 Gs on the lower end of a downhill, i get only 4 or 5 excitement. If i go over 5.00 G and make the tracks real forcefull i have 11 or 12 excitement. But in real life it will kill you. So the coaster statics are not realistic compared to realistic layouts with the right amount of G-forces. You can create a No limits coaster smooth ride with all the realistic data of a real life coaster, but just it isn't exciting enough in game to go with these stats.
 
The amount of time a rider experiences g-force values should be (and i think already is) a factor in PC as well. Rides such as the tower of terror (http://entertainmentdesigner.com/news/top-seven-most-thrilling-roller-coasters-in-the-world/) have positive G-force values reaching as high as 6.3G's. HOWEVER, a rider only experiences that value for a couple seconds. Astronauts experience about half that 6.3G value, BUT for an extended period of time.

Still, most values beyond -1G (negative) is not ideal.

http://www.pbs.org/wgbh/nova/space/gravity-forces.html

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BUT this is based on data from http://www.au.af.mil/au/
 
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The copaster looks like the New Taxas Giant. Much airtime hills that doesn't excite people, Or when i get 3,9 Gs on the lower end of a downhill, i get only 4 or 5 excitement. If i go over 5.00 G and make the tracks real forcefull i have 11 or 12 excitement. But in real life it will kill you. So the coaster statics are not realistic compared to realistic layouts with the right amount of G-forces. You can create a No limits coaster smooth ride with all the realistic data of a real life coaster, but just it isn't exciting enough in game to go with these stats.


Yeah, true, but things like excitement, fear and nausea is personal taste. These EFN values are just someway to measure things but are also not based on realism, because this has to do with emotion. You can't replicate that in a game. I think an average score of 6 for excitement for a coaster is very realistic.

In another thread I already mentioned. A kid of 5 could experience a kiddy coaster with an excitement of 10, while an adult would rate it a 4.

Ps. this coaster (https://rcdb.com/1292.htm) used to have an max g-force of 6.2 and no one ever died on it (though they did close it because of the lack of comfort)

Some F1 Drivers (trained yes of course that's true) experience g-forces even way higher.
 
Yes but i have to relay on iapaa standards. Maverick in Cedar Point had a re track of the original design by track pieces taking up to 12 G and some bends did go over the 5 limit.

Also if i have airtime hills, I really should expect a lot of excitement. Also with quick changes or high speeds.
 
Yes but i have to relay on iapaa standards. Maverick in Cedar Point had a re track of the original design by track pieces taking up to 12 G and some bends did go over the 5 limit.

Also if i have airtime hills, I really should expect a lot of excitement. Also with quick changes or high speeds.

Exceeding 5 g is not too big of a problem, if it´s only for a short time. A long duration of high g-forces causes risks to untrained riders.
Some of the Schwarzkopf Loopers (Mindbender in Canada, Thriller, Triple Loop) exceeded 6 gs for a fracture of a second and these are considered to be some of the best coasters ever.
 
Maverick in Cedar Point had a re track of the original design by track pieces taking up to 12 G and some bends did go over the 5 limit.

There was only a barrel roll (aprox 20 mtrs of track) that had to be replaced. But that was not all about g-force.

"Maverick was scheduled to open on May 12, 2007, but opening was delayed until May 26, 2007 after testing revealed the heartline roll element to be too intense. Continued use of the element would have put excessive stress on trains.[4]"

So basically the element was fine. G-forces probably where fine. But maintenance on the coaster trains would be high.
 
There was only a barrel roll (aprox 20 mtrs of track) that had to be replaced. But that was not all about g-force.

"Maverick was scheduled to open on May 12, 2007, but opening was delayed until May 26, 2007 after testing revealed the heartline roll element to be too intense. Continued use of the element would have put excessive stress on trains.[4]"

So basically the element was fine. G-forces probably where fine. But maintenance on the coaster trains would be high.

Exactly! The true reason was excessive stress on those highly expensive trains.... in addition to BRIEF exposure to a (probably would have been fun to experience) g-force value.
 
Intamin always stated that the roll element had 12 G's and was unhealthy for the human body to ride. That is why due to safety standards the element had to be removed. Some of the bends were redesigned due to the high stress. And that also happend later with Intimidator and Skyrush behind the scenes.
 
There was only a barrel roll (aprox 20 mtrs of track) that had to be replaced. But that was not all about g-force.

"Maverick was scheduled to open on May 12, 2007, but opening was delayed until May 26, 2007 after testing revealed the heartline roll element to be too intense. Continued use of the element would have put excessive stress on trains.[4]"

So basically the element was fine. G-forces probably where fine. But maintenance on the coaster trains would be high.

The stress on the trains was too high in that element. Why? because of g-forces.
 
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