I never had to build something this massive and complex in mid air before. But what I've found is that by marking the area directly below, I can get a decent idea of positioning the objects by referencing what is directly above, and changing the surface textures to "code" what is above. In this instance, the brown sandy texture was used to indicate the width of the attractions and the path above. And the black & while checkerboard texture shows where the center of the launched virtical drop towers are.

Just another POV.

I ran into a few problems with the 8 cars. Some of the features didn't work. I heard somewhere that different versions of 8 cars have a tendancy to have features that don't work with either a cirtain game version or a cirtain Windows OS. So by going back to 8 Cars 1302, I was able to access the features I wanted to use, and continue building the ship.
BTW: The feature I was having problems with was the "Any Height Construction" feature. I needed that to loft the Flying Turns track above 200 ft. As well as the sky Ride, and the bat flyers tracks.

Another POV.

A little further along now. I had a sort of strange problem that caused objects to jump from a cirtain height, to above the sails. I never discovered what it was, and I had to use several different trainer features to overcome this abnormality. The tile effected was the tile where you can see that a track support is still visible. A support blocker alone sould not fix this. I had to use Zero Clearance along with the support blocker to block the support.

I'm nearly done with this boat. I have a few more details that I have to go through before it's finished.

BTW:
I'm surprised that nobody noticed that "Honey I Shrunk the Audience" had been moved from the right side of Space Mountain (2nd. image of post #201,) to the left side of Space Mountain, (first image of Post #219.)
You guys are loosing your touch!
Edited by Wolfman, 18 December 2009 - 02:26 AM.