You really know your coaster "trivia". Not only are your tutorials excellent as PlanCo learning tools, but all the "real world" background info is a fascinating bonus. As I've said several times before: thanks!
I'm guilty of looking at my coasters simply running way too much, if I could I'd spend hours just spinning around coasters and watching the cars roll by from different angles :p
just a little extra thing, the unlock spinning thing should be just after the crest of the lift, i am guessing this is because if they have to evacuate on the lift, it could be sideways so hard to get people out and it would spin if people got out.
COASTER BOT What is Silvarret? Silvarret or Silv for short is a Dutch youtuber who plays among others Planet Coaster and City Skylines. He's mostly known for being the best Planet Coaster builder in the world. One of his series called Planet Coaster College teaches his viewers about coaster types and how to realistically build them. Should more Planet Coaster creators use realistic aspects in their coasters? What's your opinion?
Hé man. Wil toch even zeggen dat je geniale dingen maakt! Geniet altijd van je video's en je bent echt super goed in het neerzetten van super realistische attracties en parken. Goed oog voor detail en hele mooie manier van verhalen vertellen en het uiteenzetten van concepten! Ik hoop dat ik snel een laptop heb die planet coaster kan draaien om er oneindig veel tijd aan te besteden! En hoewel Planet Coaster ongelofelijk vet is zou ik ook graag zien dat die rct2 serie nog eens een einde gaat krijgen :) Keep it up
404Gaming honestly at this point I'm just waiting for any kind of mack ride. They are so different from others and unique it really is a shame. Their lsm launch coasters are amazing with those cars, their bobsled is a classic, and their water coaster is one of a kind I think. Not to mention their wild mouse rides and the powered coaster cars they developed recently
404Gaming while it's true that they are a huge investment for a family ride, the new technology used is amazing. I'd love to see the whole conveyor belt loading station in PC or the everyone press a button to continue, etc. Yes arrow, Intamin, and others are must haves in a coaster game, Frontier has already added some concepts/out there coasters so I could see the powered cars as well.
IMO the best track in the game is the Eurofighter track because it has two types of track AND is able to be launched. It is perfect for recreating most launched coasters visually if you make exception for the cars, but slap some Intamin Blitz cars or some Mack Launched cars and you are good to go.
I have 400+ hours logged on Planet Coaster and I just learned this last night and it help immensely. You can set the flat rides program order in their ride menu tab all the way to the right. I was having problems with some to the ride prestige's and they were too low and no one would ride them. You can edit the ride program extending ride sequences to increase ride enjoyment, that along with 100% queue line scenery and ride scenery will increase ride prestige. I find a prestige rating of at least 500 to be the minimum where guest will form lines for each ride. The Venetian Carousel would get less than 10 riders per month with a 142 prestige rating in my sand box park. After adding additional ride sequences its over a 500 prestige rating and now does about 150 riders per month. I went around my entire park and set up every single flat ride to maximize the prestige. I have 26 ride in my park and I only have a single ride (magic twirl) with less that a 3 star rating. I hope this helps you guys.
Hey Silvarret, I did try to sent you this message earlier, but I don't know if it came through so here I go. I might have a question or offer you may be interested in. My name is Ruben and I'm a third-year mechanical engineering student at the HAN in Arnhem. So here's the thing: Because I am now in the final period of my education, there are many guest teachers who take care of the lessons. One of those teachers is a pretty well-known businessman who also designed the technical systems for the Droomvlucht attraction in the Efteling, including the transport system, etc. Next week he's gonna give us a college about his experience and he's putting a presentation online. I was wondering if I could maybe join you on Discord/Skype someday to tell you guys more about this. Maybe Deladysigner would like this as well, as an inspiration for her park Wonderland. I hope you will send me a message back, I will gladly share the presentation with you guys as well. Greetings, Ruben.
I'm sorry, just saw that I forgot to add my mail to the description above. That should make things easier I think. My mail is barrichello06@gmail.com, I hope we could exchange contacts.
Hey Ruben, Glad you decided to send this again because I missed it the first time: Congrats on having awesome lectures like that! I'm definitely interested (although I don't know about Lady ofc), and I'll relay your message to her. I'd probably most recommend joining Lady's Discord actually, which is where both she and I are online now and then. I'll send you an email with my tag, in any case, so you can add me.
For a steeper horseshoe element I do: 1) track piece from 0° to 30° incline 2) track piece from 30° to 60° 3) 60° to 0° decline, banking 90°, and turn 90° Repeat for the downward section just in opposites to the ascent and smooth each half of the element 3 times
Hey Silvarret, these videos are incredible for getting a feel for how a certain coaster type should flow and what elements typically fit in one - not to mention how those elements are built. I very much enjoy these, and would like to request primers on more types, like modern B&M hypers and inverts and classic Vekoma boomerangs and SLCs.
I've been on spinball whizzer. It's fun but and you get some great airtime but it can't hold a candle to the big ones there such as the smiler, oblivion and Rita. Side note, I went on it when it was sonic spinball
Thanks Silvarret, Nice clear presentation! This tutorial has really helped me understand some of the basic tools better in the coaster build. (i now realise i was doing all wrong. no wonder i found it frustrating ) Looking forward to the next episode of Planet coaster College.
There's also pretty good and compact one in Linnanmäki, Helsinki, Finland, it looks somewhat similar to what you made :D Its called Salama which mean lightning ! Very good video btw
you could also decrease the length of the station and replace it with more block breaks to get more cars on the track. You could even build the "station" up around those pieces to simulate multiple cars loading/unloading at once.
The idea of turning block brakes into a station is genius! Thanks, I should try that when I ever build a project out of these, or perhaps another single-car coaster. The loading/unloading is one of the things that bugs me in this game - anything that's not a traditional kind of coaster.
I've ridden SkySpin at Skyline Park so much times, because its a very nice coaster. But the final break is so hard, because it put the Seat in the right position. Your head is just banged against the Seat.
for this type of coaster i just miss the option to split entrance and exit of the coaster in different staitons. The Loadingtime is just to long when the new riders have to wait until the others left the staiton
Good point, I did forget those things. Then again I tend to forget Zamperla in general all the time - their coaster efforts are forgettable anyway, imo. Would be funny to see their weird kiddie spinning coaster though :D
Been on this type of coaster but it was indoor it was called laff track at Hershey park i had fun riding it tho I had to wait very long of a line in the build rip that was in 2018 tho
Its quite weird that a lot of Alton's coasters are off the shelf but still one-of-a-kind. Believe it or not The Smiler is an off the shelf layout and you can buy it, but no-one has purchased one so its technically a custom still. Same with Spinball Whizzer and also Oblivion I believe (although you cannot buy an Oblivion any more)
@@Silvarret yeah diving machine G5 but G5 is a mirrored layout turning right instead of left, so Oblivion is TECHNICALLY still unique. May be taking it a bit too far though 😂
Hey Silvarret. could you do the stingray flying coaster next? I'm building some of them and its pretty hard to make them for me. Wish you could talk a bit about the pretzel loop too
^ They already have a huge Dive Machine. I'm not talking about putting in Millennium Force, but rather a Mega-Lite or a Goliath-like ride. Something intense, but not overtly imposing, and using Freethebear's custom supports! ;)
I was talking about this spinning coaster really. Between the Dive machine, wooden roller coaster, and Boomerang, there isn't any real reason to add another big roller coaster, but this one I think would fit in quite nicely.
Hi Silvarret, few questions here since i follow you; -Do you livestream on twitch (or else?) -What're your PC specs and what settings do you run the game? while recording and while not recording? Thanks in advance for the answers and as always great video =')
Hey, I might have a few answers for you: -I don't often livestream, but I do have a Twitch channel. I've been plannng since forever to stream regularly, but as of now I don't really have the time and videos still go first. You can occasionally catch me at twitch.tv/silvarret though, and if I'm doing a serious stream I'll announce it on my Twitter too. -I basically have a GTX970 GPU, i5 4460 CPU with 16GB RAM. I run ultra settings + a few reamining graphic settings on the highest possibility - ultra doesn't max everything out. So, pretty much max settings on anything, regardless of when I'm recording or not. Hope that helps!
I am quite sad that Planet Coaster doesn't have any special parts for the spinning coaster, like the elevator, see-saw or til elements used on the Winjas in Phantasialand :/
Would it not be slightly more realistic to put a re-centering mechanism either before or between the last 2 block sections before the station so the ride isn't re-centering in the station? I've not actually built one of these in-game yet so not sure if the function is there. Other than that loved it Silv as usual you're video is brilliant and very informative! Keep it up :) Would also love to see a flying coaster (Galactica Style) or Suspended (Like Nemesis built into the ground). :)
Immelman curve? I've heard of an Immelman loop but that's different. I can't find anything about an Immelman Curve... That element kinda looks like the description of a horseshoe though...
It's actually an Immelman Turn - not my invention, that's what Maurer calls them. They're technically not overbanked since they have a banking of about 80 degrees.
Fascinating and very helpful, Sil (as usual :) ) I wonder--is there a way to "force" the spins more aggressively? I mean, since the hallmark is that they DO spin, do changes in curve direction, longer/shorter curves, etc. etc. make them spin more or less and is there a way to control which direction they spin in so that, for example, people on ONE side get to be "Face to the ground" first then "Face to the sky" on the next one and vice-versa so everyone gets all the aspects of the ride in one go? Thanks!
Not directly I think, but you could try it the way people have to inreal life - by building the curves in such a way that the coaster is more likely to spin agressively. It takes a lot of trial and error though!
Excuse me, Prof. Silv, are there any spinning coasters that can force rotation as well as have free spinning? I always thought it would be great if these types of coasters spun just a but more. We could do things like force a fast spin in the big banked turn you have in the example layout.
Hey. Great tutorial. Thanks a lot! Tried the links to Maurer site: none is working. Actually, there is no information on coasters at all at the Maurer site... :(
It's been a while since I have done nit-picking on your videos Silv.. Hmm..... SO HERE WE GO. :D First of all, do you really pronounce Maurer as "motor"? Waw, I trust you here, but it surprised me. The unlock of the rotation actually occurs at the top of the lift, or even later in the layout sometimes (on the SC2000 for instance, it unlocks after the first drop). But not a the bottom, as it would be awkward to climb the lift sideway. You'd also need the rotation lock after the final brake run. Dang, I hate those things on real Motor, err, Maurer spinning coasters. They are so brutal. But otherwise your car would spin forever, waiting behind the station, and that's not nice of you. About the station, I like to shorten them as much as I can because they are so massive and a waste of space. Your block brakes need to be longer, and slanted. In case of a power failure, you'd want the cars to return back home without any help but gravity. -10 to Gryffindor for realism. Maurer spinning are filled with laterals, especially on the transitions before a block brake. It is sometimes brutal I find, but in the other hand it makes the car spin more. I found that if you use a banking offset of -1m/-2m, you can make such transitions, either for the entry or the exit of a block brake (if it's steep). Anyway, thanks for the tutorial as always. I like how you cover most of the things with only one layout.
Ah, good. my train ride's too short to reply to this properly, but here goes: I don't remember pronouncing it as motor, but my English pronunciation is quite bad. Usually I just use the intended German pronunciation with a bad Dutch accent, but I guess throwing English into the mix makes it weird. The roation is a good point, been brought up before. I never noticed it myself, I assumed momentum would not make it an issue, but weight probably could, so I should've addressed that. Does the piece allow for banks and curves though? Could be annoying to add a 4m straight piece on top of every lifthill. I always forget to slightly slant my block brakes! Every single time. Laziness of just going to 0 - which snaps - maybe. I'll try to keep it in mind. The laterals are a good point too, I didn't get much into how to spin the cars best in the tutorial. If I ever make one, I'll try those transitions if I don't forget. Anyway, thanks for the list of nitpicks! It's always difficult to say and do enough to not be ridiculous and boring, while giving the minimum for a realistic ride.
Well, RUclips caption thingamajig recognized it as "motor" haha. Yep, different weight distribution will mess with you on the lift hill. I know there are some spinning coasters that do have the cars unlocked uring the lift, but I'd say it's some cheaper models, not Maurer. But I'm not sure. The unlocking device is a thin bar on the side of the track, and it does allow for turns (it's curved on Spinball Whizzer). I'm not sure for banks, but like on Tarantula it's so short it's not worth having a full 4m long track section. I know for a fact that you can talk a lot, (thanks god of RUclips for the 1.5 speed ;p) but yeah, on one hand you want to keep it straight to the point or people won't watch it ; but on the other hand it's always better when you elaborate on the topic a bit more. I mean, that's why we like you. I personally found this episode to be perfectly balanced (maybe the intro before building the coaster is a weee bit too long, as this is what we can't wait to see. I'd say you could distill the trivia infos throughout the build, so first we jump right into the tutorial, and two it breaks the in-game parts so that's nice).
It always ticks me off when people make coasters that when it stacks every train, not all of them are on the final brake run. Realistically, coasters only have as many trains as they can fit on the final brake run.
Coming up soon, Rudi & I just haven't had much time for it yet so it's not recorded, but as per the last planning we're hoping to get it done this weekend.
is this type of coaster in-game free-spinning, or do they turn in certain directions and angles? i went on a similar coaster at universal orlando in the harry potter area where the coaster would turn at certain angles at certain places for scenes to be viewed, and i just love the concept :)
Free spinning - I suppose you mean Escape from Gringotts? That is a whole different type of coaster, but come think of it I would love to see it in the game!
You really know your coaster "trivia". Not only are your tutorials excellent as PlanCo learning tools, but all the "real world" background info is a fascinating bonus. As I've said several times before: thanks!
It is so satisfying to watch the coaster at start. :)
I'm guilty of looking at my coasters simply running way too much, if I could I'd spend hours just spinning around coasters and watching the cars roll by from different angles :p
just a little extra thing, the unlock spinning thing should be just after the crest of the lift, i am guessing this is because if they have to evacuate on the lift, it could be sideways so hard to get people out and it would spin if people got out.
In real life they are free spinning as soon as the leave the station and it locks on the brakes into the station
not on dragon's fury ;) I know spinball is though so fair enough.
Theo Yeah on dragons fury the spinning gets unlocked on the first drop
that was the ride I was thinking of really. I am pretty sure spinball is the only one that starts off spinning but fair enough.
Theo Ahh ok fair enough. I think that a few more might but they don't spin because they don't have the momentum
Awesome video. I love both this series and Maurer spinning coasters! :)
COASTER BOT Hi, I watch your videos
Hello! That's awesome to hear Caden :)
COASTER BOT What is Silvarret?
Silvarret or Silv for short is a Dutch youtuber who plays among others Planet Coaster and City Skylines. He's mostly known for being the best Planet Coaster builder in the world. One of his series called Planet Coaster College teaches his viewers about coaster types and how to realistically build them. Should more Planet Coaster creators use realistic aspects in their coasters? What's your opinion?
Hello coaster bot:)
Hé man. Wil toch even zeggen dat je geniale dingen maakt! Geniet altijd van je video's en je bent echt super goed in het neerzetten van super realistische attracties en parken. Goed oog voor detail en hele mooie manier van verhalen vertellen en het uiteenzetten van concepten!
Ik hoop dat ik snel een laptop heb die planet coaster kan draaien om er oneindig veel tijd aan te besteden!
En hoewel Planet Coaster ongelofelijk vet is zou ik ook graag zien dat die rct2 serie nog eens een einde gaat krijgen :) Keep it up
I wish they added mack spinning coasters. The capacity is better, they can control rotation and that tower lift hill at europapark ist just too good
If they do that, they should use the new launched spinning coaster cars. They look sick!
404Gaming honestly at this point I'm just waiting for any kind of mack ride. They are so different from others and unique it really is a shame. Their lsm launch coasters are amazing with those cars, their bobsled is a classic, and their water coaster is one of a kind I think. Not to mention their wild mouse rides and the powered coaster cars they developed recently
TBH I agree w/ everything you said but the powered coaster cars. I think they are not something most parks are gonna wanna invest in.
404Gaming while it's true that they are a huge investment for a family ride, the new technology used is amazing. I'd love to see the whole conveyor belt loading station in PC or the everyone press a button to continue, etc. Yes arrow, Intamin, and others are must haves in a coaster game, Frontier has already added some concepts/out there coasters so I could see the powered cars as well.
IMO the best track in the game is the Eurofighter track because it has two types of track AND is able to be launched. It is perfect for recreating most launched coasters visually if you make exception for the cars, but slap some Intamin Blitz cars or some Mack Launched cars and you are good to go.
I have 400+ hours logged on Planet Coaster and I just learned this last night and it help immensely. You can set the flat rides program order in their ride menu tab all the way to the right. I was having problems with some to the ride prestige's and they were too low and no one would ride them. You can edit the ride program extending ride sequences to increase ride enjoyment, that along with 100% queue line scenery and ride scenery will increase ride prestige. I find a prestige rating of at least 500 to be the minimum where guest will form lines for each ride. The Venetian Carousel would get less than 10 riders per month with a 142 prestige rating in my sand box park. After adding additional ride sequences its over a 500 prestige rating and now does about 150 riders per month. I went around my entire park and set up every single flat ride to maximize the prestige. I have 26 ride in my park and I only have a single ride (magic twirl) with less that a 3 star rating.
I hope this helps you guys.
Winjas are amazing! The moving bits really make it original and interesting, not to mention the amazing steampunk style building!
Hey Silvarret,
I did try to sent you this message earlier, but I don't know if it came through so here I go.
I might have a question or offer you may be interested in. My name is Ruben and I'm a third-year mechanical engineering student at the HAN in Arnhem. So here's the thing: Because I am now in the final period of my education, there are many guest teachers who take care of the lessons. One of those teachers is a pretty well-known businessman who also designed the technical systems for the Droomvlucht attraction in the Efteling, including the transport system, etc. Next week he's gonna give us a college about his experience and he's putting a presentation online. I was wondering if I could maybe join you on Discord/Skype someday to tell you guys more about this. Maybe Deladysigner would like this as well, as an inspiration for her park Wonderland. I hope you will send me a message back, I will gladly share the presentation with you guys as well. Greetings, Ruben.
I'm sorry, just saw that I forgot to add my mail to the description above.
That should make things easier I think.
My mail is barrichello06@gmail.com, I hope we could exchange contacts.
BraveBurdOK you could also try reaching him on twitter
Hey Ruben,
Glad you decided to send this again because I missed it the first time:
Congrats on having awesome lectures like that! I'm definitely interested (although I don't know about Lady ofc), and I'll relay your message to her. I'd probably most recommend joining Lady's Discord actually, which is where both she and I are online now and then. I'll send you an email with my tag, in any case, so you can add me.
The first half second of these videos is pure perfection
For a steeper horseshoe element I do:
1) track piece from 0° to 30° incline
2) track piece from 30° to 60°
3) 60° to 0° decline, banking 90°, and turn 90°
Repeat for the downward section just in opposites to the ascent and smooth each half of the element 3 times
Hey Silvarret, these videos are incredible for getting a feel for how a certain coaster type should flow and what elements typically fit in one - not to mention how those elements are built. I very much enjoy these, and would like to request primers on more types, like modern B&M hypers and inverts and classic Vekoma boomerangs and SLCs.
Always love hearing your thought process when building. Thanks Silvarret!
I've been on spinball whizzer. It's fun but and you get some great airtime but it can't hold a candle to the big ones there such as the smiler, oblivion and Rita.
Side note, I went on it when it was sonic spinball
Thanks Silvarret, Nice clear presentation!
This tutorial has really helped me understand some of the basic tools better in the coaster build.
(i now realise i was doing all wrong. no wonder i found it frustrating )
Looking forward to the next episode of Planet coaster College.
damn i 've waited for this tuto for years :D (actually just for few months but it's for the dramatic effect)
Just saying that the pages for all of maurers coasters have been deleted and also in the DLC released tomorrow there'll be a mack spinning coaster :)
I've been waiting for this tutorial as I just love riding those Coasters! Thanks for sharing this, it helps a lot! :)
Slvarett , you are my hero !
There's also pretty good and compact one in Linnanmäki, Helsinki, Finland, it looks somewhat similar to what you made :D Its called Salama which mean lightning ! Very good video btw
I hope you do a video on the Arrow Suspended Coaster type. That one looks the coolest in my opinion, but I suck at making a good layout.
you could also decrease the length of the station and replace it with more block breaks to get more cars on the track. You could even build the "station" up around those pieces to simulate multiple cars loading/unloading at once.
The idea of turning block brakes into a station is genius! Thanks, I should try that when I ever build a project out of these, or perhaps another single-car coaster. The loading/unloading is one of the things that bugs me in this game - anything that's not a traditional kind of coaster.
7:11 Je bedoelde waarschijnlijk Naga Bay (Dizz) vanuit Bobbejaanland?
7:11 You probably meant Naga Bay (Dizz) from Bobbejaanland?
I Thought the same
Yep, thanks!
KillerLpGermany He mentioned the 2 Winjas at 0:40 ;)
The-Kenny-Jackson overlistend it my Bad
Gsiebeisdisbsidd?
I've ridden SkySpin at Skyline Park so much times, because its a very nice coaster. But the final break is so hard, because it put the Seat in the right position. Your head is just banged against the Seat.
for this type of coaster i just miss the option to split entrance and exit of the coaster in different staitons. The Loadingtime is just to long when the new riders have to wait until the others left the staiton
Lovely work mate!
There are also some other Mack Rides Spinning coasters. Cobras Curse, it has a different train, for example
Reminds me of Sierra Sidewinder at knotts berry farm, my local park (however ours is a Mack)
Laff Trakk was amazing too!!!!!
still waiting for hyper/giga coaster ;w;
You forgot Zamperla Spinning, but those are more like traditional wild mouse coasters in layout, anyways.
Good point, I did forget those things. Then again I tend to forget Zamperla in general all the time - their coaster efforts are forgettable anyway, imo. Would be funny to see their weird kiddie spinning coaster though :D
at Alton Towers, it was renamed to the Sega Sonic Spinball!
no that sponsorship ended, as of last year its back to spinball whizzer
I can see why with all the problems at the park in 2016.
In Skyline Park the over banked turn is called "hell and heaven". Sorry for my English, i am Russian and i've started learning English 2 months ago.
Maurarides spinningcoaster have got transfeartracks while the ride like Winjas forece
Been on this type of coaster but it was indoor it was called laff track at Hershey park i had fun riding it tho I had to wait very long of a line in the build rip that was in 2018 tho
just saying that some of them do start with a large banked or non banked drops like dragons fury at chesington in the UK
Very smooth
Its quite weird that a lot of Alton's coasters are off the shelf but still one-of-a-kind. Believe it or not The Smiler is an off the shelf layout and you can buy it, but no-one has purchased one so its technically a custom still. Same with Spinball Whizzer and also Oblivion I believe (although you cannot buy an Oblivion any more)
Oblivion is technically not unique anymore, there's a clone that I forgot the name of in Asia :)
@@Silvarret yeah diving machine G5 but G5 is a mirrored layout turning right instead of left, so Oblivion is TECHNICALLY still unique. May be taking it a bit too far though 😂
Hey Silvarret. could you do the stingray flying coaster next? I'm building some of them and its pretty hard to make them for me. Wish you could talk a bit about the pretzel loop too
Planet Coaster College - Boomerang
Next could you do the Flying Coaster? They’re interesting IRL.
You know, one of these would be perfect for Koali Beach....
this, Rival and Invincible ;)
persianking44 I think that a giga wouldn't look good in Koali
^ They already have a huge Dive Machine. I'm not talking about putting in Millennium Force, but rather a Mega-Lite or a Goliath-like ride. Something intense, but not overtly imposing, and using Freethebear's custom supports! ;)
I was talking about this spinning coaster really.
Between the Dive machine, wooden roller coaster, and Boomerang, there isn't any real reason to add another big roller coaster, but this one I think would fit in quite nicely.
It's intresting that the shadows is always the same size no matter the highet of the carts.
It would be cool if they added a cable lift hill as a utility. Just like cobra’s curse from Busch Gardens Tampa.
You know it's a Maurer because of the 42,800 mid course brake runs
Can you do a tutorial on like dueling roller coasters? Something like Twisted Colossus (Six Flags Magic Mountain).
Do please more tutorials!!
I have been on the on at chesington it was so goood
Can you do a tutorial on how to do spinning wild mouse coasters?
Hi Silvarret, few questions here since i follow you;
-Do you livestream on twitch (or else?)
-What're your PC specs and what settings do you run the game? while recording and while not recording?
Thanks in advance for the answers and as always great video =')
Hey, I might have a few answers for you:
-I don't often livestream, but I do have a Twitch channel. I've been plannng since forever to stream regularly, but as of now I don't really have the time and videos still go first. You can occasionally catch me at twitch.tv/silvarret though, and if I'm doing a serious stream I'll announce it on my Twitter too.
-I basically have a GTX970 GPU, i5 4460 CPU with 16GB RAM. I run ultra settings + a few reamining graphic settings on the highest possibility - ultra doesn't max everything out. So, pretty much max settings on anything, regardless of when I'm recording or not.
Hope that helps!
Yep, totally I was just curious to compare :)
Hope to see you on stream !
Amazing tutorial ! Thanks you i learned a lot with you :)
Can you do a tutorial on how to build a b and m giga coaster like fury 325
1:30 Dwervelwind from Toverland :)
I am quite sad that Planet Coaster doesn't have any special parts for the spinning coaster, like the elevator, see-saw or til elements used on the Winjas in Phantasialand :/
awesome Video
did you mean Naga Bay at Bobbejaanland? which used to be called Dizz
yaaaaaaaaay. you responded to my prayers!
Would it not be slightly more realistic to put a re-centering mechanism either before or between the last 2 block sections before the station so the ride isn't re-centering in the station? I've not actually built one of these in-game yet so not sure if the function is there. Other than that loved it Silv as usual you're video is brilliant and very informative! Keep it up :)
Would also love to see a flying coaster (Galactica Style) or Suspended (Like Nemesis built into the ground). :)
Immelman curve? I've heard of an Immelman loop but that's different. I can't find anything about an Immelman Curve... That element kinda looks like the description of a horseshoe though...
Brilliant creative :D
I wanted Gerstualer spinning coaster in RCT3 and still didn't get the correct trains I wanted :(
when is jägerhorn coming! :) best planet coaster youtuber btw!
I want more!
Yeah, Dwervelwind!
Hey silv! could you build the tripsdrill amusement Park? I das you work from the neckarpark and it was AMAZING!!
should make a indoor spinning coaster for kohli beach
At 10:52 I think you mean to say an "overbanked turn" as an Immelmann is a type of inversion. :)
It's actually an Immelman Turn - not my invention, that's what Maurer calls them. They're technically not overbanked since they have a banking of about 80 degrees.
Fascinating and very helpful, Sil (as usual :) ) I wonder--is there a way to "force" the spins more aggressively? I mean, since the hallmark is that they DO spin, do changes in curve direction, longer/shorter curves, etc. etc. make them spin more or less and is there a way to control which direction they spin in so that, for example, people on ONE side get to be "Face to the ground" first then "Face to the sky" on the next one and vice-versa so everyone gets all the aspects of the ride in one go? Thanks!
Not directly I think, but you could try it the way people have to inreal life - by building the curves in such a way that the coaster is more likely to spin agressively. It takes a lot of trial and error though!
Sweet I'm building Laff Trakk now lmao
Excuse me, Prof. Silv, are there any spinning coasters that can force rotation as well as have free spinning? I always thought it would be great if these types of coasters spun just a but more. We could do things like force a fast spin in the big banked turn you have in the example layout.
can you plsssss put this on the steam workshop. it is so cool!!!
Hey. Great tutorial. Thanks a lot!
Tried the links to Maurer site: none is working. Actually, there is no information on coasters at all at the Maurer site... :(
Congratulations on being a full-time intern! What work did you do again? :p
Marketing/communication at a video game company :D
Do one on custom supports
can you do a planet coaster college about the cascade watercoaster?
How to make pandemonium
Can you upload this design to the workshop please!
3:20 Spinball Whizzer isn't the only model, Dragon's Fury is the same model
Rob Heath dragons is ALOT different
please do a suspended coaster tutorial! :)
tutorial starts at 4:38
silvarret whats your favorite coaster based on ride experience not including the theming
Plz do more tutorials!!!
It's been a while since I have done nit-picking on your videos Silv.. Hmm..... SO HERE WE GO. :D
First of all, do you really pronounce Maurer as "motor"? Waw, I trust you here, but it surprised me.
The unlock of the rotation actually occurs at the top of the lift, or even later in the layout sometimes (on the SC2000 for instance, it unlocks after the first drop). But not a the bottom, as it would be awkward to climb the lift sideway. You'd also need the rotation lock after the final brake run. Dang, I hate those things on real Motor, err, Maurer spinning coasters. They are so brutal. But otherwise your car would spin forever, waiting behind the station, and that's not nice of you. About the station, I like to shorten them as much as I can because they are so massive and a waste of space.
Your block brakes need to be longer, and slanted. In case of a power failure, you'd want the cars to return back home without any help but gravity. -10 to Gryffindor for realism.
Maurer spinning are filled with laterals, especially on the transitions before a block brake. It is sometimes brutal I find, but in the other hand it makes the car spin more. I found that if you use a banking offset of -1m/-2m, you can make such transitions, either for the entry or the exit of a block brake (if it's steep).
Anyway, thanks for the tutorial as always. I like how you cover most of the things with only one layout.
Ah, good. my train ride's too short to reply to this properly, but here goes:
I don't remember pronouncing it as motor, but my English pronunciation is quite bad. Usually I just use the intended German pronunciation with a bad Dutch accent, but I guess throwing English into the mix makes it weird.
The roation is a good point, been brought up before. I never noticed it myself, I assumed momentum would not make it an issue, but weight probably could, so I should've addressed that. Does the piece allow for banks and curves though? Could be annoying to add a 4m straight piece on top of every lifthill.
I always forget to slightly slant my block brakes! Every single time. Laziness of just going to 0 - which snaps - maybe. I'll try to keep it in mind.
The laterals are a good point too, I didn't get much into how to spin the cars best in the tutorial. If I ever make one, I'll try those transitions if I don't forget.
Anyway, thanks for the list of nitpicks! It's always difficult to say and do enough to not be ridiculous and boring, while giving the minimum for a realistic ride.
Well, RUclips caption thingamajig recognized it as "motor" haha.
Yep, different weight distribution will mess with you on the lift hill. I know there are some spinning coasters that do have the cars unlocked uring the lift, but I'd say it's some cheaper models, not Maurer. But I'm not sure.
The unlocking device is a thin bar on the side of the track, and it does allow for turns (it's curved on Spinball Whizzer). I'm not sure for banks, but like on Tarantula it's so short it's not worth having a full 4m long track section.
I know for a fact that you can talk a lot, (thanks god of RUclips for the 1.5 speed ;p) but yeah, on one hand you want to keep it straight to the point or people won't watch it ; but on the other hand it's always better when you elaborate on the topic a bit more. I mean, that's why we like you.
I personally found this episode to be perfectly balanced (maybe the intro before building the coaster is a weee bit too long, as this is what we can't wait to see. I'd say you could distill the trivia infos throughout the build, so first we jump right into the tutorial, and two it breaks the in-game parts so that's nice).
"Does the piece allow for banks and curves though?" - Oh wait, you mean ingame? Nope you can't, I just checked....
Welp, that's a shame. Not sure how much I like the idea of a 4m straight pre-drop.
slivarett what is your favorite roller coaster. I'm quite curious.
The Flying Dutchman in the Efteling. I know it's lame, but I just love the theming, darkride elements and overall immersive experience.
Silvarret that's cool
Hey silvarret,
l love your videos and i wanted to suggest if you could make a planet coaster college about hydraulic launch coaster.
thanks
I just got my 50th credit on a maurer spinning coaster (spider at lagoon)
It always ticks me off when people make coasters that when it stacks every train, not all of them are on the final brake run. Realistically, coasters only have as many trains as they can fit on the final brake run.
check out my BETTER spinning coaster tutorial here.
ruclips.net/video/FL9b9bDfIRw/видео.html
You showed hershy parks wild mouse but not the actual spinning coaster called laff trakk
Is the coaster in the background spinball whizzer
Where's Garuda?😶 (Workshop & Cinematic)
Coming up soon, Rudi & I just haven't had much time for it yet so it's not recorded, but as per the last planning we're hoping to get it done this weekend.
Silvarret Ah ok, nice
Silvarret Because I need a few Ideas for my Asian Area xD
CentrO Park ?!?! I tough that nobody knows about this park. How did you find that picture?
It’s called an overbanked turn. Not and Immelman turn!
You're talking about Dizz or Naga Bay in Bobbejaanland? 7:10
I thought so too
Yeah, that thing. I still have never been on it D:
i will today!
Woah, have fun!
Silvarret thanks! let's hope my stomach can take it
I made a spinning coaster and didn’t put breaks in and that was the biggest mistake I’d ever made
could we get a workshop link please? :)
You forgot to mention the Mack spinning coaster like Cobra's Curse.
I did mention it around 1:27 - though Cobra's Curse would've been a good example.
Yeah, it is more because it has individual cars.
1:28 Bakken demark, ride = tornado and i rode it once
Kan je deze mischien in de workshop zetten, alvast bedankt!
reszolol19 gaming o ik dacht van wel
is this type of coaster in-game free-spinning, or do they turn in certain directions and angles? i went on a similar coaster at universal orlando in the harry potter area where the coaster would turn at certain angles at certain places for scenes to be viewed, and i just love the concept :)
Free spinning - I suppose you mean Escape from Gringotts? That is a whole different type of coaster, but come think of it I would love to see it in the game!
Yes, that's the one 😁