Planet Coaster

Planet Coaster

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Airtime?
Anyone have any idea how to increase airtime? I made a coaster with a lot of turns and it has an airtime of 1.34s or something. I need 5 seconds. So I decided to go for one with very steep drops, but ended up with even less airtime. I have no idea how to increase it If anyone can help, would be swell....
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Showing 1-8 of 8 comments
SolitaryHowl Nov 17, 2016 @ 10:19pm 
I would like to know this as well.

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.
spy Nov 17, 2016 @ 10:24pm 
yea i would like to know also having problem with the campaign where i hafto build a coaster that has an airtime of 5 sec. SolitaryHowl you can find the airtime when you are doing the testing under the Results section
Junky Eyeballs Nov 17, 2016 @ 10:28pm 
Air time is the feeling of weightlessness or negative gravity force experienced on a roller coaster or other amusement rides. On roller coasters this feeling is usually achieved by the train going over a hill.
A Fat, Angry Serval Nov 17, 2016 @ 10:31pm 
A good example of an airtime-filled ride is Intimidator at Carowinds.
https://www.youtube.com/watch?v=fOGUZmW8atI

Unfortunately, this ride is also a good example of why trim brakes suck.
BlackShark 3D Nov 18, 2016 @ 4:45am 
Airtime on rollercoasters is defined by the sensation of being thrown out of your seat upwards.
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
Last edited by BlackShark 3D; Nov 18, 2016 @ 4:59am
Waldo Nov 18, 2016 @ 4:57am 
*makes a coaster with lots of tight turns and steep drops pulling enough Gs to make people pass out*

*wonders why there's no airtime*
ImHelping Nov 18, 2016 @ 6:09am 
Originally posted by Waldo:
*makes a coaster with lots of tight turns and steep drops pulling enough Gs to make people pass out*

*wonders why there's no airtime*
Well, I'm sure most people would assume the artificial sensasion of falling off a cliff, or being upside down would count as "air time".

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.
Last edited by ImHelping; Nov 18, 2016 @ 6:09am
CptCookiediet Nov 18, 2016 @ 7:43am 
Actually, the excitement rate is near 7 and the nausea rating under 5 so no problem there. Anyway, thanks for the response. :)
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Date Posted: Nov 17, 2016 @ 8:30pm
Posts: 8