Check it... ftp://ftp.popw.com/Talon.nltrack
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
-Ride_Op
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NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
I've done a lot of 2D animation in After Effects and that kind of phenomenon doesn't happen with Bezier curves. It doesn't make sense. I'm thinking it's a software issue, not one of design.
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
-Ride_Op
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Visit [url=http://rideop.twistedrails.com]Ride_Op Coaster Productions!
Do a test track all in the same plane (side view) with a series of bunny hills. Sit in the back seat outside, inverted 4-across. When the train encounters a vertex, top or bottom of the hill, the cars "kick" over the vertex, which is to say that they swing forward in a violent motion.
If your control handles are nice and long and there's a long bit of room between the veritces, there is no way there could ever be that hard of a bump in a Bezier curve. Not a chance. These should be smooth parabolic curves and bump free.
Flaw in the game, not operator error.
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
-Ride_Op
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Visit [url=http://rideop.twistedrails.com]Ride_Op Coaster Productions!
That's all I've got to say about that. Design flaw.
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
Also, it's key to adjust the vertice in at all three dimensions. ie, adjust the control points in one view, then switch views and adjust again. Keep in mind that unless your control handles are horizontal or vertical on the x,y plane, a move in one view causes a move in the 3rd dimension you aren't seeing in that particular view.
Hope it helps.
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Can't this thing go any faster?
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
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Tyler Eaves
Coastergames.net - File Downloads!
Coastercount.com - Free track record keeping!
You know what, everyone who has tried to "fix" the problem with this track did nothing but make the vertices nearly flat. Thus, circles become ovals.
I've yet to see even one inverted track that didn't have this problem (including the included Kumba). In fact, if you can get him to admit it, Ride_Op even told me on IM that there are code problems using the Bezier curves and Ole is considering something else for the next version.
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
I never stated that there was a problem with the code, as it works just fine. Enough practice and patience will result in smooth coasters. As evidence check out the stretch from the first block brake through the end if the Immelman on my latest coaster Vampyre Bat. That section of the ride is 99% perfectly smooth. (other spots were a bit rougher, but I was a bit lazy)
As for the fixes others have tried there is a balance point between too sharp of a jolt, and very flat and oval like. Finding it takes patience, but it is there. Keep trying and you'll get it.
To reiterate, there are no code problems that I am aware of, and I never said such. If you'd like to dispute that more you should talk to the writer of the code, Mr. Ole Lange; as he can answer any questions much better than I. I don't wish to argue with you, just merely help you with building smooth coasters and to solve the "jerking" problem you're experiancing.
-Ride_Op
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Round 2 of the NoLimits Tournament of Champions now underway at Ride_Op Coaster Productions! http://rideop.twistedrails.com
Jman
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Jman
Webmaster: Gravibulb Coasters - Home of Professional Quality Coaster Photos
http://balder.prohosting.com/gravbulb/coasters/
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Jeff - Webmaster/Admin - CoasterBuzz.com
"As far as I can tell it doesn't matter who you are. If you can believe, there's something worth fighting for..." - Garbage, "Parade"
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