Steel Force
#21
Posted 06 February 2009 - 11:30 PM
The train comes into the station at about 18-20 MPH, there is a brake right before the little helix-thing at the end. You can't really see it, though.
#22
Posted 06 February 2009 - 11:48 PM
#23
Posted 06 February 2009 - 11:52 PM
Golden Knight
#24
Posted 07 February 2009 - 12:23 AM
I LOVE it! Perfect. The story of a brave Knight, rushing through the wilderness to save the lost princess. Perfect. Thank you Wolfie!
I think it's lower than 27MPH, Caliber.
And Wolfie, that's true, they are helix-y and also mostly left turns...
#25
Posted 07 February 2009 - 12:36 AM
#26
Posted 07 February 2009 - 12:41 AM
Edited by Woodpecker, 07 February 2009 - 12:44 AM.
#27
Posted 07 February 2009 - 12:47 AM
How about "Golden Dragon"? Knights don't tilt to the right or left when turning and they don't go up and down in the air.
#28
Posted 07 February 2009 - 01:15 AM
I made these changes after a startling crash. There was a brake failure that caused the trains to fly out onto the launched chain area... they collided and "KABLOOIE!!!"
Now I'm wondering... should I take one train off or just leave them as-is, hoping that the failure never again occurs?
Edit: Hey there Mr. Mod/ person who can change the title of a thread! Could you please change my thread's title to the following?
Golden Knight
It's a knight's tale!
Edited by Luketh, 07 February 2009 - 02:08 AM.
#29
Posted 07 February 2009 - 06:59 AM
Probably because Dragons are basicly an "Oriental Theme". While there are no Castles in the Orient. We have to work with what we already have.Obviously the brake speed is 22 MPH, and I like how it is built like a twister.
How about "Golden Dragon"? Knights don't tilt to the right or left when turning and they don't go up and down in the air.
And I do remember Grapevine. I was able to modify it, to have a brake run by removing all that helix crap. I made it dive underground, and have a hidden trim brake or two in the tunnel. Then, it hit a half loop that took it out of the tunnel, and half a corkscrew which made it do a right angle and flipped the train upright, where it was right inline with the brake run & station. Never had any crashes after the modification.
I don't think I have a trainer for RCT 1 anymore.
Edited by Wolfman, 07 February 2009 - 07:08 AM.
#30
Posted 07 February 2009 - 12:48 PM
Brake speed was 18. I've lowered it to 12 (or 14, can't remember) and added another brake to part of the end of the coaster. The brakes at the water splash were lowered to 40, instead of 45 MPH, raising the excitement and lowering the intensity by almost one each!
I made these changes after a startling crash. There was a brake failure that caused the trains to fly out onto the launched chain area... they collided and "KABLOOIE!!!"
Now I'm wondering... should I take one train off or just leave them as-is, hoping that the failure never again occurs?
Block sections are your friend.
So are station brake runs.
Build yourself a proper brake run before the station and graduate it from the entry speed down to 9mph for rider comfort. Adding a brake run results in fewer station brakes failures and the graduations will lower intensity. Add a real 'block brake' directly after the 9mph square to reduce the train to 4mph and activate the 'continuous-circuit block-section' mode. This will also hold a train outside of the station should train 1 not leave the station before train 2 reaches the final brake run.
Build safety ratchets (lift chain) on the crests of slower hills where the train transitions from incline-to-level. They won't slow the train in normal operation but if something goes wrong and train 1 fails to clear the next block in time, they will instantly slow or bring train 2 to a halt (I've seen a back ratchet stop a full, eleven-car train going at 25mph). Your top hat over the restaurant is an obvious place as the chain also prevents roll-backs if there is a wheel-bearing failure in rct. If you have enough blocks, you will be able to add more trains for increased capacity and throughput, and the trains won't slow to a crawl anywhere on the track (unlike if you used rct 'block brakes').
If you build an MCBR (mid course brake run) have an anti-roll back into it, even if the block doesn't function (if you have enough block sections, you shouldn't need a 'real' block brake unless you really do want to slow the train). The anti-roll back will stop the train if necessary.
Finally, check the train will make it back to the station if it stops at every single block brake and safety ratchet on the circuit.
There are some good articles here under 'ride maintenance' on crashes and crash prevention:
http://www.rctstatio...ase/index.shtml
And a tutorial here on block braking:
http://www.rctmart.c...lockBrakes.html
Don't take out the extra train, do take crash precautions.
Edited by Woodpecker, 07 February 2009 - 04:35 PM.
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