PDA

View Full Version : Coasters built for ratings


Sum_Zero
02-12-2005, 05:28 PM
I've been working on an Inverted Vertical Shuttle coaster for the 3rd scenario map.

From my experiments so far it seems like banked curves generate more excitment and less nausea than the special pieces like loops, helixes, 0-G rolls etc. Anybody know how to use these other pieces effectively when building for ratings, or how they might impact the excitement? I'm not too sure what they are good for, aside from looking nice. Maybe they give you a good profit by letting you build an intense coaster in a small area? or is this issue only true for a small number of coasters like the Inverted Vertical Shuttle.

sub780lime
02-13-2005, 08:21 PM
the issue is speed, and when using corkscrews, zero g rolls, even loops, going to fast will really up your intensity and in turn lower your exitment, with banked curves you can go a lot faster so it doesnt affect these things, so if you watch your speed when sending a car through a corkscrew, it can really change your coasters ratings

Sum_Zero
02-14-2005, 03:07 PM
I'm still not quite convinced about the special track parts vs ordinary banked turns for the Inverted Vertical Shuttle.

Supose you set out to build an I.V.S. coaster with high excitement, high intensity and medium nausea, using a minimal track length, and without boosters or brakes. I built a 254 meter long I.V.S like this using nothing but lifts and a large banked curve.

When I tried to build a similar I.V.S. using ONLY the other parts(no banked turns except the large and small overbanked, sometimes no turns at all in the deja-vu sort of style), nausea always went high for me, even with much longer tracks and carefully measured speeds for each piece.

monkeygecko
03-01-2005, 06:53 PM
I'd like to see more info on this subject!

but I assure you that G-Force == Nausea.
Guaranteed.
Banked turns ignore/reduce nausea for going thru turns. Goung thru a 90-degree turn with no bank at 50+ mph will HURT your peeps, reduce excitement and make the ride very intense and nauseating.
The super banked turn (gigacoaster I thinK) lets you turn peeps at VERY high speeds with no penalty. 80+ should be OK.

Peeps really enjoy loops where they hang for a second not sure if they'll make it thru the loop. (low speed).

Also note that short coasters "loose speed" faster up hills, longer coasters maintain speed better (more weight) I assume they see more friction though. I've seen posts that claim longer coasters are more exciting, but i'm not sure about it.

rizzla
03-02-2005, 04:30 AM
Longer trains = more excitement. That's easy to test. Of course the excitement rating won't jump by a whole point. As I recently wrote (profit maximising per coaster) longer trains also have the benefit of more peeps being handled per hour. So generally I would propose using long(-ish) trains.

As for nausea - yes, higher g-forces produce more nausea (and a higher intensity as well as excitement to some extend), but nausea most depends on the type of coaster you choose. For example, the Pipeline Coaster generally produces very low nausea while, say, the Compact Inverted will become nauseous fast. To a lesser extend this is also reflected in the intensity. On a few coaster types intensity will rise a lot faster that excitement.

If all you want are "good" ratings (high/very hich excitement, medium to high intensity and low/medium nausea) try for example the Giga Coaster. It should be little problem to get it rated 8, 4 and 2.5. The Pipeline is an easy choice, too, though to get excitement above 8 is more of a challenge, same goes for the Spiral Coaster. If you want a real challenge try to get some semi-decent ratings with the Flying Coaster. Here is one I built (one of my typical 10x10 squares coasters). If it were another coaster type the excitement would surely be above 7, but check the disappointing stats in the 2nd link...

http://www.sininen.de/useless1.jpg
http://www.sininen.de/useless2.jpg

I could try and make a list of the best coasters for good ratings. In general I'd say stay away from the inverted coasters and any others where intensity rises faster than excitement.

The IVS is a typical case (similar to the Compact Inverted) where if you just build a small, basic coaster (little lift hill, drop, then a banked 180 degree turn, back straight, another banked 180 turn and back to the station) you will already reap an excitement (and intensity) rating above 4 - whereas those ratings would be close to 1 on other coaster types. So simply put, with this coaster type it is impossible to "build for ratings", just for your own pleasure...

monkeygecko
03-02-2005, 12:04 PM
Thanks, that's good info.

I noticed the lay-down coaster seems to get good ratings for "the usual" stuff.

I'm mostly interested in ~8-9 excitement and moderate/high intensity is OK.
I'll try Gigacoasters if I get a chance today.

rizzla
03-02-2005, 04:31 PM
With the Giga Coaster that should be no problem. But it can be done with other coaster types of course. The Laydown you mentioned, the Standup Twister and Floorless should do the job as well and a few others if you plan carefully.

What I noticed is that building a coaster for ratings isn't as much fun as building one for the pleasure of riding it. To keep the nausea down you should tackle all inversions with a minimum speed, keep the g-forces small. A faster version might well be more exciting, but the nausea level rises more quickly.

P.S.: If you have any trouble, then check the ride exchange and look for coasters with good ratings. I recommend the Queasy Canyon scenario: http://www.ataricommunity.com/forums/showthread.php?s=&threadid=435721

Klinn offers a park download where he completed his own scenario - coasters with excitement greater than 6.8 but nausea below 2.0!

monkeygecko
03-03-2005, 10:04 AM
Hey thanks for the tips.
You're definately right about the "make it for fun", however it's even more fun when the cool coaster I made has the stats I intended. :)

I tried a gigacoaster last night and got an 8/5/3 rating on the first try. I noted that the train length can't be too high or the lift hill won't launch it. weird, but i guess that's just how the shuttle launch works.
(My coaster was 300-ft high, used a lot of camelbacks (~8), a few banked turns, and only used brakes at the end.) It was in the coaster designer so I didn't see how much peeps enjoyed it though.