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Also, where did you find the amount of airtime your coaster has? I've looked everywhere in the coaster analytics panel (with fear, excitement, etc) and I can't find it.
https://www.youtube.com/watch?v=fOGUZmW8atI
Unfortunately, this ride is also a good example of why trim brakes suck.
Technically : airtime is negative G.
The most effective (and simplest) way to create airtime is by creating a "camel-back".
You'll want your track to go straight (no twisting, no turning)
Make your coaster pick up a lot of speed, slope up towards the sky, and then while the coaster still has lots of speed during the uphill, bring the track back down in a long and smooth bell curve shape. You'll get air time over the entire length of the hillcrest
The speed and curvature of the hillcrest vary depending on the amount of height available.
Use the ride statistics to adjust the curvature of the hillcrest.
In order to maximize airtime, you want your vertical acceleration to be clearly in the negative range, but as close as possible to 0 G.
The stronger the negative Gs, the stronger the airtime but also the shorter the hillcrest will be until you reach vertical and can't curve down anymore.
The track in this picture shows is a short airtime : the curvature is low so it needs a lot of speed.
http://guidetosfot.com/wp/wp-content/uploads/2015/12/titan4.jpg
The track in this picture shows long airtimes : the curvature is high, so the vehicle needs less speed over the hillcrests and the airtime will be longer.
https://www.canadaswonderland.com/images/rides/Behemoth-Header2.jpg
You can obtain airtime with any hillcrest (as small or as big as you want) but the smaller the hillcrest the more nauseating (and uncomfortable) the rollercoaster due to the rapid succession of strong positive and negative Gs
*wonders why there's no airtime*
I may have already known what it meant, but it's one of those terms that makes you wish these games game with an internal glossary.