Some advice for the builder of the Vector/Mack Multi-launch: 1) Keep an eye on pacing - for me that was running way too fast for all the major elements. I'm not saying it has to be "hyper-realistic", but definitely recommend either keeping speed and widening the valleys, turns and elements, or pace the coaster in a way that looks comfortable when you're taking them. 2) Ebb and flow. As a note of pacing, a good coaster has an ebb and flow to it. Some fast intense parts need to be paired with some slower elements to allow you to catch your breath and take in what you have just experienced. 3) Think about the coaster car and its occupants. IRL before a coaster is opened, they run a train with an envelope around it making sure that even the tallest riders won't touch theming, supports or other pieces of track. Give a bit more clearance than the top and sides of the train for this reason. 4) Coaster flow is important. Things can be jarring with a long track and constant high speeds especially with whippy elements. As an extension of the last one, try to get banking to flow properly, or break turns up with airtime/speed hills. For example if you come out of a banked left turn into a rolling element (corkscrew, zero G, heartline) roll the element to the right. Due to inertia, that is way more tolerable on the riders body. Bloody good effort and an interesting layout though, just a few ideas for your next project :)
You can tell a difference between one who really tests their ride over and over compared to one who leaves it on "Test Mode" and builds without ever riding it in different views to check everything. The 1st ride was the showcase of what you are suppose to do The 2nd ride was the showcase of someone rushing to get it finished without quality control checks. Could have been a great ride, sadly didnt meet expectations.
Woah, I wasn't expecting Twisted PlanCo to get a feature so soon! I am absolutely honored to even be mentioned in the same sentence as Xaphor. He was really my inspiration to get into these 4K coaster blueprints; may he rest in peace. A bit of a disclaimer for anyone interested in downloading the blueprint; the way I did the supports turned out kinda wonky and they only line up properly on the tropical biome, or theoretically any land at the same elevation. Not sure what happened there :( the next one won't have this problem, and should be coming soon! Thank you as always Jonny for these spotlights and all of the other wonderful content here on C5G.
I like the RMC better, because it’s much smoother, and the lighting is phenomenal..
Outer banked turn at 4:36 is epic
Thanks, you have no idea how many times I went over it with the smoothing tool before I was satisfied with it lol
These are very nice creations! That RMC looks amazing!
Some advice for the builder of the Vector/Mack Multi-launch:
1) Keep an eye on pacing - for me that was running way too fast for all the major elements. I'm not saying it has to be "hyper-realistic", but definitely recommend either keeping speed and widening the valleys, turns and elements, or pace the coaster in a way that looks comfortable when you're taking them.
2) Ebb and flow. As a note of pacing, a good coaster has an ebb and flow to it. Some fast intense parts need to be paired with some slower elements to allow you to catch your breath and take in what you have just experienced.
3) Think about the coaster car and its occupants. IRL before a coaster is opened, they run a train with an envelope around it making sure that even the tallest riders won't touch theming, supports or other pieces of track. Give a bit more clearance than the top and sides of the train for this reason.
4) Coaster flow is important. Things can be jarring with a long track and constant high speeds especially with whippy elements. As an extension of the last one, try to get banking to flow properly, or break turns up with airtime/speed hills. For example if you come out of a banked left turn into a rolling element (corkscrew, zero G, heartline) roll the element to the right. Due to inertia, that is way more tolerable on the riders body.
Bloody good effort and an interesting layout though, just a few ideas for your next project :)
You can tell a difference between one who really tests their ride over and over compared to one who leaves it on "Test Mode" and builds without ever riding it in different views to check everything.
The 1st ride was the showcase of what you are suppose to do
The 2nd ride was the showcase of someone rushing to get it finished without quality control checks. Could have been a great ride, sadly didnt meet expectations.
The twisted RMC is crazy close to a coaster I’ve been building recently, ha!
Woah, I wasn't expecting Twisted PlanCo to get a feature so soon! I am absolutely honored to even be mentioned in the same sentence as Xaphor. He was really my inspiration to get into these 4K coaster blueprints; may he rest in peace.
A bit of a disclaimer for anyone interested in downloading the blueprint; the way I did the supports turned out kinda wonky and they only line up properly on the tropical biome, or theoretically any land at the same elevation. Not sure what happened there :( the next one won't have this problem, and should be coming soon!
Thank you as always Jonny for these spotlights and all of the other wonderful content here on C5G.
Epic coasters
All that air time on the RMC would be amazing!!
Second coaster definitely needs smoothing! Cool layout though
Banana
🍌
I prefer the real life velocicoaster over this one.
❤❤❤
Bru the second one was shit