G-Forces and Ride Type

Are G-Forces in the game raised or lowered based on the coaster type? For example (don't hold me to the numbers), a sitdown with a 2 G hill would become a stand-up with a 3 G hill, due to the changed rider position. I know this, or something similar, happens in real life, but I wasn't sure if the sim reflects this.
I'm *pretty sure* that the simple answer is no, the game doesn't work like that. The game measures G-forces from a point on the track level, directly below whatever seat you happen to be sitting in. So basically no matter what track/train style, in the same situation the Gs would be the same. However, while not perfect, it is still better than what you suggested. In reality, if a sitdown coaster with a 2 G hill would become a stand-up coaster, it would still have its 2 G hill. It might feel more intense due to altered position of the riders, but it would still be approximately 2 Gs. Any change in the positive G force would be negligible.

What it does affect is the lateral G-forces, caused by the relocation of the heartline due to altered rider position. On stand-up coasters, the rider's heartline is about a foot or three higher than on a sitdown coaster, and you will see the coasters banking, trainsitions, inversions etc. modified to suit this.

-BB

Well, the sitdown/standup was just a very hypothetical example. In short, I was asking if the G's vary across the board (lats, verts, accels). Just had a little project I was working on (standup), which seemed to spike G's in inappropriate places. I do little standup rides, so I wondered if the game translated some G effects for standup.
G forces will have a different affect on the rider depending on the position of the body. However the G forces them selves are the same. When you look at the G force meter in NoLimits you're not seeing the effect on the body, you're seeing the actual force being measured.

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NoLimits Dev Team
http://www.nolimitscoaster.de

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