Finally... > General Discussion

[ヽ(°ヮ。)ノ] HEADPANTS RETURNS! (Happy Thread)

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Itnetlolor:
You just need to start on the ground. After that, provided you can spare the lost change, you can keep building higher, and then remove the lower segments, and place the starting point up high, as well as the rest of the track. Similar can be used when building a roller coaster (entirely) underground. Just gain access underground first, and then remove any exterior evidence of it being outside.

Sowelu:
Oh god, I can hear the MUSIC.

It's calling me back.  I haven't played those games in forever.

MaximumZero:
My lenses are finally yellow!

Aqizzar:

--- Quote from: Itnetlolor on April 27, 2012, 07:18:39 pm ---
--- Quote from: Duke 2.0 on April 27, 2012, 07:02:30 pm --- Now do research on the profitability of launch coasters. Those things are mad cheap and hella valuable for how long they last. Now we just need to figure out the optimum launch speed/track segments for maximum excitement. Sure launching guests from zero to 40mph instantly seems problematic, but they sure seem to like it.

--- End quote ---
Like with the Go-Karts, I would assume shorter track = less time = more customers/hr; time is key/money, if anything. Who cares about how fun it would actually be IRL for the customers?

--- End quote ---

The best coaster I ever made was a high-speed steel design, that was just one giant riser and a twenty-story corkscrew.  Had an Intensity rating of like eleven (which is actually pretty low by my tracklaying standards), and a line to get in a mile long.

Pnx:
I've been watching the videos of Shack Tactical playing ArmA2 and associated mods, mostly via CHKillroy's videos. It's like watching the ultimate LARP sessions in action.

I particularly like this video of them playing a WW2 mod.

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