![]() You can test this yourself by making a simple launched coaster with reasonable G forces that only has enough speed to barely complete the circuit. If you go through track elements more quickly you will end up with higher G forces (and higher excitement, as long as you don't go past the G force breaking point). If you don't have enough speed, make smaller / steeper hills. Note that you should have enough speed when going over an airtime hill such that vertical Gs never go above 0 (even if the train can make it over the hill otherwise). Note that at the top and the drop following each airtime hill, we have excitement ratings around 8.5 - 11. They're probably one of the highest excitement elements you can make with your track. ![]() ![]() You can achieve this by building airtime hills (see heatmap). In the G forces heatmap, you can see there are lots of sections with high positive Gs (but never over 6-7), negative Gs (airtime), but nowhere with 1 positive G besides the station.Īirtime is the temporary feeling of weightlessness caused by negative Gs. 1 positive G (regular earth gravity) is boring try to avoid it. PC guests can tolerate about 6-7 positive Gs, although most people keep it lower for realism purposes. Note that for G forces, you don't want to go too high, or it will increase the fear and tank your excitement. G forces are created by changes in momentum. So what makes the track 'fun'? As a general rule, high speed, high G forces, and air time. Avoid long break runs, full stopping at block breaks, and slow / straight sections with nothing going on. Note that in my excitement heatmap, almost the entire track is green aside from the station and lift hill. Therefore, you want to maximize the 'fun' elements and keep the boring elements to a minimum. Here's a high excitement coaster I put together a few days ago along with some heatmaps: Įxcitement is calculated as an average over the entirety of the track.
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