B&M Giga - Ultra Dragon - NoLimits 2 and FVD++
Автор: Auk9
Загружено: 2025-03-30
Просмотров: 1948
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This is the fourth and final coaster I've made so far using FVD. I think it's also far and away the best, both in terms of concept and execution, but it still has many noteworthy flaws.
The idea I had was to make Orion if it kept to generally the same footprint while also adhering more closely to Fury 325's low-to-the-ground elements. Additionally, I wanted the lift hill to be green and the supports throughout the layout to be colored for each of the Ninjago Ultra Dragon's heads. I divided the support colors by giving each of them one "big" element (the first element, the turnaround, the camelback, and the helix), and ordered them by the order the heads on the Ultra Dragon appear in in the show. I think it worked pretty well for representing each color. Fire has the longest section but the least interesting big element. The opposite is true for Lightning, and the others are somewhere in between.
In terms of layout, it is definitely very similar to Orion, but it kinda just happened that way. The first element was based on an element I see in many of Funky Penguin's gigas (the first element in the giga linked below), which was supposed to act as a low-to-the-ground twisty version of Orion's first element. The layout continues at its fast pace, and it fits in an extra element with a similar ride duration to Orion due to each element generally being smaller. While this was unintentional, the banks tend to get snappier as the ride progresses, which I think helps make the pacing feel pretty good.
The Funky Penguin element I was imitating (the first element): • B&M Giga | NoLimits 2 | FVD++
I think pretty much every element except the final one and the entrance to the brake run is executed well. The drop is executed much better than on my last giga. I finally figured out how to make a helix without needing lateral forces. The rest of the layout also feels about right, and it's fun to watch. But the final element and entrance to the brake run feel pretty awkward, especially the latter. Also, I think the brake run is a bit too low, as the slow-down at the end of the ride feels way too sudden.
In terms of statistics, I also kinda botched it a little. It's over 300 feet tall, but the drop is only 298-ish feet. I don't know how that happened. I thought I checked to make sure it was good, but oh well. Guess if I was making something similar to Orion, I had to throw in something that made it possibly not a giga, right? I also accidentally set the lift hill speed to 12 mph in FVD when I would've wanted to use 11, so the lift hill is a bit too fast.
Aside from that, though, the track length is strangely large, as the duration of time between the top of the lift hill and final brake run is pretty similar to Orion while being nearly 1000 feet longer. It probably should be a little longer by being lower to the ground, but this seems a bit too much. Overlord (seen in the background) also has this issue, and I think it's because I set the friction to 0.024 in FVD and then adjusted the friction to feel right with NoLimits 2 Pro after importing, the former of which I saw people recommend online. While it definitely "feels" realistic, it seems to inflate the track length. Xscape and Fusion (prior videos) used the default 0.030, which I think made their sizes more realistic. But this track length statistic is probably not the biggest thing I should be concerned about when making a coaster anyways.
Overall, I think its rapid pacing and overall execution make it the best coaster I've made so far, even though it's not exactly perfect. But what do you think? Feedback on the coaster, as well as the video format, would be much appreciated. Since this is the last coaster I had in reserve before uploading, there probably won't be another coaster for a while. But I can still use the feedback I get on this video.
STATISTICS:
Height: 302 ft
Length: 6272 ft
Max Speed: 93.2 mph
Inversions: 0
Airtime Moments: 9
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