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Shockwave 2 (steel Twister)


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#91 kilosandwich

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Posted 22 January 2011 - 08:24 PM

but block braking is useless compared to normal trim and brakes near the station. why would you need block brakes when you cn just have normal ones that allow more cars, i understand that they can be effectively used for timing to create awe inspiring effects but why bother when its more conventinal and takes less time when building a normal coaster

#92 Woodpecker

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Posted 23 January 2011 - 11:47 AM

but block braking is useless compared to normal trim and brakes near the station. why would you need block brakes when you cn just have normal ones that allow more cars, i understand that they can be effectively used for timing to create awe inspiring effects but why bother when its more conventinal and takes less time when building a normal coaster


Block brakes don't just allow more cars, they allow more trains. More trains = more profit. The trick is not to use the named "Block brake" track pieces anywhere outside of the final brake run before the station, which slow down the ride, thus reducing excitement and throughput of guests. For Shockwave 2, the ride has a long final brakerun to slow down the train gradually (preventing brakes failures) plus one holding brake for each train, plus another holding brake between the two stations. The brake between the stations means that the guests can get off straightaway before the train rolls around to wait for the onload station to clear. Also I have used anti-rollbacks where I would put proper block brake sections to force the game into thinking they are there when they aren't. This means that the block sections in the middle of the ride function properly as per real life, and don't slow the trains down in the simulation. The end result is a ride which can run four or five trains simultaneously with no artificial slowing of the train anywhere outside the final brakerun. Nobody has to wait to get on and off the ride. The coaster has a medium-sized footprint but has a huge throughput and makes tons more money than a conventional ride. The larger version, with its extra train, made another $13,000 on the test bench. There wasn't a single crash or major failure in 11 game years for both versions -- an excellent safety record.

In short, the high revenues and capacities, plus the added safety, are worth the extra time and effort required to make a proper block-section coaster. :)

If you want to test the success of Shockwave2 in your own park, here's the link again to download it:

http://www.negative-...&p=25776#p25776

Build a few milder rides nearby for guests to work themselves up on, and you'll find those Shockwave queues fill up pretty fast.

EDIT: I see you are new with only two posts to your name. Welcome to the forums! :D

Edited by Woodpecker, 23 January 2011 - 12:03 PM.


#93 kilosandwich

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Posted 24 January 2011 - 10:15 PM

Surprise i the nub have created something amazing but i have no clue how to post it! the crystal palace is deceptively small and has beautiful exterior decorating can you fit one thousand guest into the park?HOW DO YOU POST PHOTOS OFF YOUR COMPUTER I HAVE MADE SO MANY AMAZING PARKS AND I CANNOT UPLOAD THEM!!! GRR

open all year every year i give you the crystal palacehttp://sphotos.ak.fbcdn.net/hphotos-ak-snc6/hs273.snc6/180136_195982377085049_100000198633577_827600_6941867_n.jpg

#94 Sambo

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Posted 25 January 2011 - 01:50 AM

Surprise i the nub have created something amazing but i have no clue how to post it! the crystal palace is deceptively small and has beautiful exterior decorating can you fit one thousand guest into the park?HOW DO YOU POST PHOTOS OFF YOUR COMPUTER I HAVE MADE SO MANY AMAZING PARKS AND I CANNOT UPLOAD THEM!!! GRR

open all year every year i give you the crystal palace
Posted Image



I fixed your picture link in the IMG tags.

#95 allyopper1

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Posted 04 February 2011 - 08:29 PM

I've looked at most of these block brake messages and decided to add my two cents worth . . .

For Steel type coasters, if you study the real life, larger coasters, you will notice that some of them have a 'true' block break somewhere in the middle of the run - usually its a designated safety station with a platform suitable for safely unloading passengers from a complete train in the event of a serious mechanical problem between this 'stop' and the station.

A good example is "Steel Force" at Dorney Park in Allentown, Pa.

These safety stations usually have some serious elevation so that once the train is past, it can still give the riders a satisfiying ride experience.

They can be used very successfully (along with the anti-rollback 'lift hill' segment) on the single car types such as the Steel Wild Mouse.

Outside of this type of construction, the block break track is just not very suitable except as part of the final break run and for 'inter-station' train spacing when using multiple stations in a design. They can really spoil a nice, exciting, high speed track design.

That is not to say that the block break track is completely useless - I use the 'function' in almost every coaster I build simply to prevent a crash. Also, it can be used in a custom design with a little imagination . . . there have been many times when I build a coaster in a scenario with plenty of rugged hills where the station, by necessity, is fairly elevated relative to the baseline "0" elevation. In these situations, I like to build a nice run from the station to the lift hill. These usually start with a healthy steep run right out of the station that can then run in and out of some short tunnels and around and past ground level scenary. Then it is another drop to maintain velocity and into a high speed tunnel run which can really add to the excitement level, especially for the Mine Coaster. Then just before the lift hill, I put in a gradual break run with the block break track segment at the end. Sometimes there may be no wait, other times a very short one, but it does allow me to add another train to the ride.

Along the regular track run, I am a huge fan of the "Anti-Rollback" feature using a short lift hill segment (at times just a single segment at the apex of a hill) again as a safety feature to allow multiple trains to run safely. As a rule, I build a long track run covering at least 60% to 75% of the total track run before I put in the first "Safety Valve" (which is how I tend to think of these). Then I put in two or three more (at the max) before the final break run. This way, I can use two to three long trains safely (it is very rare that I add more the four trains). During test mode, I fine tune the 'wait' by tinkering with the lift hill speed.

My personal preference is to not run too many 'long trains' because as others have mentioned, it can be difficult to anticipate riders over the long term and it is a real pain to shut it down, add / subtract trains, do the test run, and go to "GREEN" again. Plus it does cost money to run empty trains and more trains equals more frequent breakdowns!

I don't build my entry paths too long as I personally don't like long waits. Usually I make them long enough to 'stockpile' maybe three or four train loads of riders and that usually sees me through any rainstorms.

Regards - and thanks to all for posting, because no matter how much you think you know about something, there is always someone who can teach you something else - and I've learned plenty from others here!

#96 kilosandwich

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Posted 11 February 2011 - 01:33 AM

Here i present my first park to the rctspace community The crystal Palace: downloadHere please see it it is sweet it is pictured aboveand is the first indoor amuesment park (person who checks these messages please download it it is really cool.)

Edited by kilosandwich, 11 February 2011 - 01:34 AM.


#97 kilosandwich

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Posted 11 February 2011 - 06:01 PM

Here i present my first park to the rctspace community The crystal Palace: downloadHere please see it it is sweet it is pictured aboveand is the first indoor amuesment park (person who checks these messages please download it it is really cool.)



i dont mean to be rude to anyone but all parks that seem to be made these days you can only view, please get stop making these mueseum parks and begin making parks with cool scenery and few preexisting rides such as the Cyrstal palace by the way i will be launchingseveral more parks soon!

#98 Woodpecker

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Posted 20 June 2011 - 12:43 PM

kilosandwich: I don't mean to be rude, but would you mind advertsing your parks elsewhere? This topic is for discussing block brake system coasters, not advertising parks and rides in general. :)

allyopper1: That is an excellent post. I agree on making sure that the safety blocks don't spoil the ride, which is what I aimed to achieve with Shockwave 2. I did have to use the anti-rollbacks to 'trick' the game into thinking there were more block sections than there are, but these are only in places where I'd put a block brake anyway. The ride completes the circuit empty with all the safety blocks activated, too. :)

Edited by Woodpecker, 20 June 2011 - 12:48 PM.


#99 Brock Lee

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Posted 23 September 2011 - 12:37 AM

Generally when using block brakes, I've found it best to make the number of trains based on block brakes like this:

3: Use two trains (works best if the block are station, top of first lift hill, and brakes behind station)
4: Two trains again
5: Three trains
6: Four trains
7: Four trains
8: Five trains
9 or up: Never had that many

Also, if you have a block section in the middle of the ride, its always good to have brakes so the car slows to 4 mph, then have a chain lift so if the car stops or not, the rest of the ride wont be affected.

#100 Woodpecker

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Posted 29 September 2011 - 11:29 AM

Also, if you have a block section in the middle of the ride, its always good to have brakes so the car slows to 4 mph

But why? If the car slows to a crawl in the middle of the circuit, the pacing is spoiled and all the excitement is lost.




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