Why are roller coaster loops not circular?
datagenetics.com
datagenetics.com
http://en.wikipedia.org/wiki/Vertical_loop
http://web.archive.org/web/20070827183113/http://fy.chalmers...
http://www.matematiksider.dk/vejgeometri.html
Nothing is taken directly from the source material though.
Edit: Just to expand a bit on calling it a pattern, this blog:
http://www.datagenetics.com/blog/september32012/index.html
uses a figure (and analysis) very reminiscent of A birthday present every eleven wallets? from here:
Sorry, I don't mean to cause offence to anyone. I blog things I find interesting. I use my own words, create my own animations, derive my own formulas (and the spelling and grammar mistakes are all mine!)
When I use the photos/images from others, I give credit and link back to sources as much as I can from available data.
I've have on the order of 100 blog articles now. I'm sure over the course of these I've trodden on a few feet (sorry), just as much as I've blazed new trails.
We can all become better by listening to feedback, and I'll try to do better at providing additional sources of information and inspiration.
Also, this is not a scientific paper. As long as words, diagrams or very specific and very novel ideas (nothing of that kind seems to be happening here) are not lifted directly I really fail to see the problem.
My math and physics textbooks in school didn’t contain any citations either.
The trick is to realize that an unguided rollercoaster, not on a track, wants to travel along a parabola (not in a straight line, as indicated in the text). If the coaster is going fast enough, then the radius of curvature of the parabola at that location in the coaster's trajectory is greater than that of the track, in which case the track gets to apply additional centripetal force and turn the coaster -more- than it 'wants' to. If the coaster is going slow, then the radius of curvature of the parabola will be less than the radius of the track, and the natural path of the coaster will tend to pull it down away from the track.
Of course, at that point, you find out what -really- stops the coaster from falling off, which is that it's riding on a tubular steel track with wheels clamped both above and below the rail...
All of which is mentioned - later in the article, but as an introductory section, messing up the basics so badly really undermines the article.
You can design your own roller coaster and measure the G-forces. High g-forces will scare them off and low forces won't attract many guest to take a ride.
He has kept low profile for at least 10 years :(
Another similar single person developer is Geoff Crammond of the Grand Prix formula 1 series games (also low profile since 10 years): http://en.wikipedia.org/wiki/Geoff_Crammond
The same is true for roller coasters; high jerk motions are uncomfortable. So you have to not only take the limits of comfortable acceleration into consideration but also try to minimize the jerk.
No, that would be the case if the only limit was jerk. When stations are close to each other, it feels like this is exactly what happens.
Don’t be put off by the fact it’s a PhD thesis, a genre not generally noted for good clear writing. The tone is scholarly, but unusually readable, and there’s a surprising amount of well-researched historical material (chapters 5 and 6).
He used a design tool based on these curves to design the popular open source monospaced font Inconsolata.
Riding in a rollercoaster is really a very different experience if you're a) sitting in the very front, b) in the middle or c) in the last compartment. I like to sit in the last seat :-)
Imagine the very first part of the ride, a horizontal track with a sharp edge downwards:
Especially the last compartment is really fun because you get the most forward acceleration in the beginning (when 90% of the train is "falling" downwards and the last compartment is still in a "horizontal" position. This leads to almost 1G forward acceleration while the first compartment is facing downward without accelerating too much because the biggest part of the coaster is still in a horizontal position).
Hmm that sounds interesting, is there a "Roller coaster news" somewhere?
> At this point, the last car still has not been passed the point of tightest radius. When it does pass, it will be travelling quicker and thus experience a higher acceleration.
Find a coaster without a long line and ride it twice in quick succession, once from the very front and once from the very back.
On almost any coaster from the back row you should be able to feel the sensation of being pulled over the crest of a hill as the front carriages pick up momentum. I think the back is often a better ride on most coasters.
(The front is good on suspended coasters though. No one in front of you blocking your view, and loops will often have the track disappear entirely out of your view which is quite an odd experience.)
1. More energy is lost the wider the loop is. This is because on a truly round loop, the cars would be pushing hard against the widest part of the circle as the cars change from going from right to left (or vise-verse). By not going out as far, you don't have to come as far back to get to the top of the loop.
2. The geometry of the loop is tuned partially based on the number of cars. Most roller coasters have between 6 and 10 cars. You want the first one to be starting on the way down way before the last one all the way to the apex. This uses gravity to help with overall velocity. The easiest way to achieve this is by distributing the sharpest part of the angular transition at the top of the loop.
Perhaps I should not post a comment before reading, but I am curious to know what others think (off the cuff).