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Alright so I built it up again, a little better this time as I’m learning. It’s gone much faster as I have a better idea of planning it out since I started. Now that I put the double columns in at the chainlift areas I ran out of white round blocks, I need to figure out some construction things to take the round pieces out so I can use those to get the track closed. And then I get get to further refinement. This time the track is also placed centered on the green plates, I figured that out too.
If you don't want to mess about with rollers etc at the top 180 curve I would suggest putting a small dip at the top like the pirate rollercoaster. Does mean some layout changes and a bit less momentum further along the track though.
Yes I've been considering this, I think it will make the ride more fun, and less construction required, but I'll indeed have to see how momentum is impacted by this.
There is another issue i discovered when motorizing over a hump, you have to be very careful when you release the carts from the chain. Release it at the top of the hill you loose momentum as the first cart is on the flat as the 3rd is held by the chain and it doesn't go far.
My modded carts didn't help but I ended up using 2 carts and putting a subtle twist inwards in the 180 bend.
Again a bigger first dip and stopping the chain just before the top of hill would work.
https://youtu.be/6Ag9VYyZlos
The result of a gentle brush against the tracks
Currently I am just playing around to get a feel for what track layouts work, and what can and can’t be done with the tracks. I am fully aware of the fragility of how I am stacking bricks.
Decided to modify the layout to make it a bit more compact and try and add in more momentum. Conclusion is that it needs to be higher and have longer straights after the drop. The corners suck the momentum away, but are exciting when the cars zoom around them.
Also added a quick tunnel. Definitely want a longer one to fully hide the cars for part of the coaster.
from the top the cars go to the join between the sand and blue plates at the front. So if I can raise everything before that and get one more drop it might make it to the start. I probably ought to look at how the official one is laid out.
No intention to highjack your thread, but just my first thoughts on the 10261 after finishing it yesterday:
1. Wow.
2. Just: Wow.
3. My wife says "this is the most enthusiastic i've ever seen you about Legos"
Now for some more relevant thoughts:
4. It's very structurally sound... (easily picked up by two hands when assembled (at the right points, there where the supports are joined to the frame by balljoints))
5. ...at least until you motorise it. Then the upward slope gets unstuck quickly; this morning when showing it to my sons it go to the point where the chain became unstuck. I think the main problem is the instability of the slope where the pieces are not supported. What also doesn't help is the fact that where the chain is supported by the little "wheels" the construction of the "wheelhouse" - which in turn supports the track- isn't very sturdy. It looks like it actually budges quite a bit. Will look into strengthening this point.
6. Cool details, only, where do the people wanting to ride the train/leaving the ride get on/off the little pathway? (just a little nag)
7. It could have used some more flags (e.g. along the upward slope, plenty of points to stick some more on there, and on/around the platform).
Cool! From what I've tested and seen, I think you're losing a lot of momentum by putting corners directly after the drops, in those cases the cars are not only grinding on the bottom of the track but also lose alot on the sides because it has to grind the edge to go through the corner so fast. See if you can use 34738 after the 26559 piece and then make a corner... and after the large drop definately make it go up again if possible. I'm doing this in my own design too, after each drop I make it go back up again, so it gains height again, then it's slowed through the corner which is a lot better for momentum.
I'm curious too how much the bricks on that train influence the ride, have you tried stripping the train to make it lighter?
https://4.bp.blogspot.com/-FQsd0Qt8jGk/WhmFEeaVF8I/AAAAAAAAII8/YGPTCZ-QTXw6rNzUL1CTtAdGYwzDtFO8wCEwYBhgL/s1600/08-All-Five-Track-Elements-NUmbers.jpg
eMJeeNL said:
Feel free to post!
This didn't happen for me, but what I did was disobey the amount of links they specified in the manual and simply tried different amounts to see what worked best. Now I'm building those (slightly) custom chainlifts, I've noticed how even adding or removing a single link can really influence the smoothness of the chain. It has to with the way the chain resonates, if this is in the wrong spot then it will continue to rockitself increasingly more and then problems happen.
Yes I'm doing something like that, except I'm using some parts that keep the chain in it's place from the original set, which I don't need in my lower chainlift. So I can make the following thing twice, so two columns:
To get an idea I would try it with 2 cars and change them about to see the difference with different front/back heavy combinations
Video: https://youtu.be/A16ZS8I0alQ
I’ll explain the specific design choices in a future post.
After a bit of a redesign the cars can now return to the start. Currently only the stripped down cars work and not the heavy shark one.
It is very pleasing to have the cars return to the start.
Looking at the BTM blueprints, I'm estimating that it would take at least 4 Coasters worth of track to complete.
Speaking of which... not all trains make it to the end, this is concerning.
I've found the following: doing 2 corners in a row ruins the train's performance... but if you do corner - small curve down - corner - repeat then it seems it works nicely. A double corner just chips away the momentum too much.
meanwhile, i can report the selfdestruction reported earlier was mostly due to running with a 6-car train or two trains close to eachother. It really doesnt like it when the chain has to pull more than 3 carriages.
A - use more pieces of track
B - don't run into issues running out of white round pieces when going up so tall
I have to use the dual-columns approach with the chainlifts or I run into major stability issues
That's a solution, not a problem. And awesome.
The current prototype being worked out in LEGOs and in 3D:
Video is now up:
https://youtu.be/FOzmEZBWiGE
Guess I'll find out if it slows down eventually, haven't had time for a while to develop on this project due to work. I did get some 2nd hand sets that I always wanted but couldn't afford during my childhood, I am playing a bit with those (and loving it) to get a feel so I can get some actual themeing going on for the rollercoaster. I got 2x #6090 and 1x #6086
I’m back into it now and want to try something on a smaller scope that’s actually doable. I found this amazing idea: https://zusammengebaut.com/das-ist-der-perfekte-lego-achterbahn-looping-60588/
I’m gonna try to do the same thing with the loop, this looks really cool and this looks like it’s feasible. I got 2 sets of the rollercoaster to play with and limited space so this might work out!
Gonna figure out how the track should go, then probably re-build the entire thing or something. But very much in line with the original Lego design so I can actually finish it.
Testing:
Slo mo test
https://youtu.be/qFXbHtKL8rI
Guess I’ll cheat and take some red legos from the rest of the collection to add to the loop bit
Takes the original LEGO design (which is VERY good I might add, after all my testing and experiments) at heart for the core part as well as the new part, this makes it a lot more feasable too.
And am I understanding the loop correctly that the car will actually be riding on the outside edges of a pair of track pieces rather on a single piece? Interesting concept. Have you tested that at all?
Probably won't make it to the end but there's options left to not have to.
I'm trying to copy and improve on this idea: https://www.youtube.com/watch?v=-oidjJxI02w
@MCNwakeboard
I put more clips inside the loop so the stress is much more distributed so it's actually not a problem now in the loop itself, but I do have to put some stress on it to keep the pieces straight that connect to the rest of the track. But I don't think its so bad that I shouldn't do it. But bending it a bit is probably considered an illegal building practice...
So I got a nice looking and functional loop working, it’s even spaced the proper 8 studs apart so it matches up with the track (the reference loop didn’t have this). There’s a bunch of strain on the bricks and I had to put something in place to make it work. The curve of the loop is pulling on the rails so it’s pretty fortified to make it align up with the incoming and outgoing track pieces. This also makes it preserve momentum a lot better.
The track has gotten too big now and I haven’t decided on how to solve yet.
And yes I changed my mind on the track again :) The loop should be prominent!
I have some pics and 3 vids.
Pics:
Vids:
https://youtu.be/OxSRLkLuOCk
https://youtu.be/T7UsC-WZBb8
https://youtu.be/guBqfXIpZDA