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Screen 3 shows -260 and screen 4.5 shows -1, meaning there is 259 degrees of flip between the two. The flip you are trying to do would require flipping in the other direction, something you can't do now since you're starting at that extreme.
To accomplish what you're looking to do, earlier in the track work on getting the seats into the same position, somewhere around +100 degrees (-260 + 360 = 100). Then you'll be able to roll to 0 and the seats will flip in the direction you want.
-Ride_Op
So for the drop I changed every single value from the beginning to positives instead of negatives. Now the problem is that only delays the problem. After that part I have a turn and another sort of loop. The last 2 4d parameters on the loop are similar both around -240. But the last 4d parameter makes the seats flip but the one before it doesn't. Also if I change the last parameter from -240 to a positive. Then the seats flip at the parameter before it. How does me changing one parameter affect another one?
The challenge is that you have a limited amount of seat flip to play with, only 540 degrees, or 1 1/2 flips. 0 is upright when the train is upright, giving you 270 degrees or 3/4 of a flip forward and 270 degrees or 3/4 of a flip backward. And remember, this flip is always in relation to the track, not the ground. If you never change the seat flip and send the track through a loop, the seats will go upside down with the train just like on a normal coaster.
There are 3 ways to have the riders upright:
Train on top of track, seats at 0 degres: Riders upright facing backward
Train below track, seats at +180 degrees: Riders upright facing forward
Train below track, seats at -180 degrees: Riders upright facing forward
It might help to study a real 4D coaster's rotation. This link will take you to a video of a real 4D coaster. At 2:39 of the video you'll see an uncut shot taken from a camera mounted to the train. This will let you see how the seats flip throughout the track. Notice that there is only so much flip the seats can do in one direction before they have to flip the other direction:
Dinoconda Video with stationary on-train shot
At 3:46 the seat flip is at 0 degrees and the riders are upright facing backward.
By 3:51 the seats have flipped to -270, as far as they can go in one direction.
3:53 to 3:57 the seats go from -270 to +270, flipping 540 degrees or 1 1/2 flips, the maximum amount of movement at one time.
Keep looking at the video and you'll see that the seats don't do lots of flips. The ride uses a combination of track flips and rolls along with seat flipping to create creative inversions.
-Ride_Op