Neon NiteHawk - NoLimits Coaster Simulation

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Uploaded by on Sep 21, 2009

It's finally finished, the project that's sat around for years and that I kept procrastinating on.

Type: Intamin lift-based strata.
Speed/Height: 420ft - 104mph
Length: 7674.4ft
First Drop Angle: ~95°
3 trains, 8 cars per train

Look for this track at CoasterCrazy, Coasters2k, and NoLimits-Exhange.

http://www.coastercrazy.com/track_exchange/detail.asp?tid=16070

http://nolimits-exchange.com/coaster/303/neon-nitehawk

Track is raw handbuilding. Expect it to be a little rough. Also features very intense ejector air, up to -1.7g sustained for a fraction of a second near the end. Also, as pointed out in ratings, there are some intense lats on the ride. 2.1g near the end. I probably didn't notice but it's too late to change.

Edit: Coasters2k link removed as the site is no longer functional.

  • likes, 1 dislikes

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Uploader Comments (coasteragent99)

  • Once NL2 comes around, I'm considering redoing this ride with whatever editing tools or FVD's that are built in. Completely handbuilding Intamins and B&M's these days results in bad inconsistency and track quality and I should not have overseen the killer 2.1 lats at the end of the ride. Plus I'll get a chance to expand on the scenery which I didn't even show in detail in this video.

  • Awesome­plus were did u get all of the scenery from but I it

  • @calryamol I made the scenery in Anim8or and 3D Studio Max.

  • Pretty much all of the 3D objects were made in Anim8or or 3D Studio Max., or a combination of both. I also made all textures with Photoshop and Macromedia Fireworks. (Older software from before Adobe took over Macromedia.) Or almost all of the textures. I used a modified OC concrete texture inside the ride op of the ferris wheel which I forgot to remove later on.

  • The pumping is less noticeable since this is a front-seat video. And plus the helix tunnel with the "strobe lights" further interferes with being able to see it. I don't think there's a huge problem with the overbanks though; not that I noticed anyway.

    I used Anim8or and 3D Studio Max to create the objects.

  • So a hugeass arguement took place here in the last month and I never even noticed...

    This is entirely handbuilt, and I've never been able to completely, 100% remove pumping out of any curve. I did manage the speed pretty poorly near the end though; some of those turns and bankings go too fast.

    Most rides' launch accels stay near or below 2. I don't recall seeing any ratings on CC nor NLE mentioning that, though I'd have to look up to verify that 2.5 would indeed snap a neck.

Top Comments

  • There is not a single rollercoaster on this earth with an accel geforce of 4 g's. you're seriously talking out of your asshole. fucking idiot... Do research first before you go on acting like you know what you're talking about. you don't have a fucking clue dumbass...

  • There seemed to be a lot of pumping and poor transitions; I believe that was already mentioned on CC. But, the main problem is the 2.5 g stop at the end. That is bound to break a few necks.

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All Comments (47)

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  • This is awesome just intamin usually doesn't use mid course brake runs they usually use trim brakes

  • 5*

  • NIght Hawkin' AWESOME!!

  • THAT WAZ AMAZING!!!!!!!! that must have took forever to build w/ all the scenery and stuff. Also the coaster waz great roo there were no red or yellow gs at all!! where did u get the svemery from though?????

  • slows down pretty fast at the end, dont you think? was it just me or did i catch -2.5G's of force?

  • No, I was saying the pumping was mentioned on CC.

    And I had a topic posted about this on CC! LOL That is too funny.

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