Does Whoa Belly work?

Can anyone get the Whoa Belly to work I have the speed the lowest it can go but it always crashes

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*SFGADV*-batman:the ride nitro-medusa-Gasm-chiller
you need to add more vertical sections.

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"It's Deja Vu all over again." - Yogi Berra
If you want to have it really low still, set it to "downward thrust" mode. Can't crash then.

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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/index.html
The fastest you can launch it is 74mph without the intensity going over 10. If you launch it at that speed then top section will have to 40 levels above the base. If you have any fewer then it will crash, and if you have any more then you are wasting your money.
It's stupid of how intense the game makes them out to be.

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MF Drops-15
SOB Rides-2
I agree 100% with InCLinE LoOpER . my coasters usually turn out E. low to medium,I ultra extreme,N ULTRA EXTREME TO EXTREME .
The game is not that hard to figure out, you just gotta think a little bit.
The difficulty of building a good coaster can be annoying at times, but it *is* realistic. If RCT says that a coaster is too intense, a coaster exactly the same as that one would probably be too intense in real life!

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A bad day at Cedar Point is better than a good day at work.
thanx!
I got the speed to go 83 and it still works
john peck's avatar
I have noticed that if you set the flat rides to a longer ride cycle, you up the popularity and lenghthen your lines for them.

But the Whoa Belly intensity is a little far-fetched.
If you lengthen the ride cycle then you also lower the throughput so you have to balance the two particularly if you are charging per ride.
I used to have problems with intensity on my coasters, but I've built so many now, that it is very rare that I build a coaster that's over 10 intensity, even on the first run. I just know what sort of things to avoid.

For instance, never make non-banked turns when going faster than about 25 mph. large, non-banked inclined turns can be taken at about 35-40 mph, as long as there's not too many. Avoid corkscrews at anything over about 40mph entering it. Avoid small loops at anything over about 45 mph, and large loops at around 55-60 mph. You'll have to get a feel for the speeds, and it takes a while.

One thing to do if your coaster is too intense: Look at the max vertical, negative, and lateral Gs. The peeps can handle fairly strong vertical Gs if they're not sustained, but try to keep the max below 5.5. Avoid having negative Gs greater than 2, and try to keep lateral Gs below two as well (although sometimes 2.5 is ok). If you're coaster is too intense, look for the parts of the ride where these Gs peak (look at the data recorder), then modify that section to reduce the forces there. If you do this, you can build large, very exciting, not too intense coasters. I've built 9500 foot long hypers (240 foot drop) with no trims at all, with an excitement of over 10, and an intensity of 9.85 or so. I've also managed a large floorless with 8 inversions below 10. (I've done more inversions without bad intensity, but they're always small, and they crawl through the elements). Good luck!

Jman
rolacostaking has a good point...
you also don't want people standing in line for a while. It may get them off your main pathways, but it's one of the highest causes of low park rating.

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www.angelfire.com/in3/rct

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