Why are coasters designed with inversions that roll the same way as the corner they come out of / lead into, it looks weird, and it provides less motion and lateral speed. The trains shoulkd roll the opposite way through an inversion to a corner. I shall demonstrate
HJere is how it should be done, comming out of the right handed wingover, the nemesis train flicks to the right round the helix, making one smooth fast motion out of the inversion into the corner
Heres how it shouldnt be done, look at the last inversion at the back of the picture. It looks awkward and clumsy in comparison, and dosent flow as nicely.
has anyoine else thought about this or am I just nit-picking?
EDIT: Kaycee
Just changed your topic title into something more specific (although mine is pretty crap - it just gives people an idea of what the topic is actually about).
Coaster Direction Out Of Inversions
- SW-Dave
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Hmmm...i quite like the look of that corner after the inversion on air, i actually think it flows out of the inversion into the corner quite well
I suppose that, so long as it gives a comfortable ride, it's okay. Air goes pretty slowly so the change of direction after the inversion isn't such a problem. I'd imagine if that were part of Nemesis' track, it would be rather uncomfortable, thrown to one side then suddenly to the other.
- Adz
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It depends really, Nemesis is supposed to be really intense, so it does a move intense move, Air however is supposed to simulate flying, so doing that and turning straight round into the corner is more suitable for that type of ride i would imagine.
I can see what you mean, Dave, but I don't think Air's inline twist there looks awkward. I think if a trains flows out of an inversion into the same direction it entered, then it looks like it flows more, looks more impressive.
But of course, Nemesis riders will know how intense that helix is after the first Wing Over, so you have got a point. As Shockadelica said, Air's inline twist probably suits Air as the roller-coaster it is, slow and serene, while Nemesis puts your theory into perfect practice.
But of course, Nemesis riders will know how intense that helix is after the first Wing Over, so you have got a point. As Shockadelica said, Air's inline twist probably suits Air as the roller-coaster it is, slow and serene, while Nemesis puts your theory into perfect practice.
- Josh
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I think, if you're coming to quickly out of the drop, then you cant suddenly change direction, you really need to keep it all heartlined, otherwise you will get to many lat g's.
It also provides a smoother ride as you're not going from way to another.
hope you get what i mean, not to good on explaining things.
It also provides a smoother ride as you're not going from way to another.
hope you get what i mean, not to good on explaining things.
- CGM
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One way to another does flow better bwcause going the same way as you just have out of a corkscrew just doesn't make sense.
With the roll on Air, it levels out before the corner so I don't think that this is a particuarly good example.
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With the roll on Air, it levels out before the corner so I don't think that this is a particuarly good example.
Now officialy avatarised!