Cosi & TTD33 join forces to break the height record!
#41
Posted 11 May 2007 - 09:47 PM
I play too many MMO's and MOBA's
#42
Posted 11 May 2007 - 10:10 PM
Minnesota Twins -
Wild
#43
Posted 12 May 2007 - 01:09 PM
1) Make a DETAILED plan of how you will build the coaster. I reccommend using graph paper and building the coaster in small sections to be assembled later. This is how i built Kingda Ka.
2) Do NOT NOT NOT build supports without an idea of how they will go together in the long run
3) build the coaster on it's back in a long room to work out any kinks in the design. The supports will sag back, but you'll be able to tell if you're short a red rod or something somewhere
4) pullups should be approximately half of the height. Scary thought, i know. If you must go smaller, don't go more than 3 feet smaller.
5) figure out how strong your rubber bands are. do the math with your small coaster: How many feet of launch (X) to get the car over Y feet? Make that a ratio (X:Y) and take your height of your tower and figure out how big your launch should be.
6) Use as many cross braces as possible! They keep the tower from swaying significantly.
7) Height:Width ratio is 5:3 (as seen on TTD and KK)
8) instead of a single back column, make it two wide. This adds a lot of sturdiness.
As you can see, there is a HUGE amount of planning that goes into a big coaster and honestly, i don't see you having done these things. good luck, but you're gonna have to be prepared.
-CC10
SSCoasters Staff | The SSCoasters Forum Rules
University of Illinois at Urbana Champaign | Computer Science & Mathematics
Fireball | Kingda Ka | Inclination | Diamondback
#44
Posted 12 May 2007 - 02:37 PM
-PS56:king
Having fun at other people's expense
#45
Posted 12 May 2007 - 04:51 PM
could you email me those support pics.
They don't show up on my browser
#46
Posted 12 May 2007 - 06:53 PM
Good Luck with this. You'll need it for that 15+ feet pull up. LOL
#47
Posted 13 May 2007 - 11:34 AM
Also, I know how to make pull ups perfect now, thanks to my math teacher!
I play too many MMO's and MOBA's
#48
Posted 13 May 2007 - 12:21 PM
Good luck with this.
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#49
Posted 13 May 2007 - 12:37 PM
#50
Posted 13 May 2007 - 01:41 PM
Edit: Sorry to keep you waiting, here they are.
The pull up uses the property of exponential growth. each support is 2x as big as the last.
I play too many MMO's and MOBA's
#51
Posted 13 May 2007 - 05:14 PM
-CC10
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University of Illinois at Urbana Champaign | Computer Science & Mathematics
Fireball | Kingda Ka | Inclination | Diamondback
#52
Posted 13 May 2007 - 07:27 PM
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#53
Posted 13 May 2007 - 08:52 PM
Currently compiling a massive list
#54
Posted 14 May 2007 - 03:59 PM
-CC10
SSCoasters Staff | The SSCoasters Forum Rules
University of Illinois at Urbana Champaign | Computer Science & Mathematics
Fireball | Kingda Ka | Inclination | Diamondback
#55
Posted 14 May 2007 - 10:31 PM
Also, I know how to make pull ups perfect now, thanks to my math teacher!
Hate to break it to you, but expoential growth is not how real coaster pullouts and lead-ins are created. If you really want to know, this picture explains it well.
It requires some differential equations and some basic calculus knowledge. What is boils down to is a constant rate of curvature which is k(t) = 1/R, where R is the radius, the angle Psi is equal to the overal change in angle (beta) times the arclength, all of it being squared.
-Tyrant
#56
Posted 14 May 2007 - 10:35 PM
If you have the time even make a excel spreadsheet to know the exact position of the supports...hehe...I always have to add that in there...
Really though, just a short explination that I could understand so support making will be much easier...
-Rct2123:cool:
#57
Posted 15 May 2007 - 10:58 AM
Hate to break it to you, but expoential growth is not how real coaster pullouts and lead-ins are created. If you really want to know, this picture explains it well.
It requires some differential equations and some basic calculus knowledge. What is boils down to is a constant rate of curvature which is k(t) = 1/R, where R is the radius, the angle Psi is equal to the overal change in angle (beta) times the arclength, all of it being squared.
-Tyrant
corect!
I was actually thinking about this a lot this weekend and using this should give you the perfect circle.
using exponential growth will make it steeper and steeper line, but never
a complete circle that you can use for a pullup
#58
Posted 15 May 2007 - 01:17 PM
A perfect example of the accleration continuity. All highways are designed with that tranistion spiral, things such as on-ramps and off-ramps are designed such that you can continue rotating your steering wheel at a set speed and you will go around the curve perfectly at the set speed. So the angular acceleration is constant. So what the spiral is saying is that as you change direction, your acceleration is going to be constant.
Sorry if this is a big jumble of words for some.
I just want to make sure that this isn't confused for a perfect circle, or for an expoential growth type of equation, cause it is far from either.
-Tyrant
#59
Posted 15 May 2007 - 01:46 PM
So what the spiral is saying is that as you change direction, your acceleration is going to be constant.
-Tyrant
Wait, the spiral can talk now, ? We should give it a name!
-IMC-
#60
Posted 15 May 2007 - 01:51 PM
very interesting though.