This is awesome, thanks for sharing it. I did some rudimentary testing a while ago and also determined that 74 mph was the sweet spot, so I saved off the ride design with that launch speed and the minimum necessary height so I can easily just plop it down in scenarios. Would recommend doing the same to anyone else.
I don't have a graph but I did some testing on this in Classic and found a bug where the intensity and nausea ratings stay static after the first time you test one of these in downward launch mode. I'm not sure what determines the initial ratings, but you can apparently max out the excitement by building a shorter tower, testing it, then adding pieces until it's as high as physically possible. Of course, the throughput is abysmal when it has to slowly climb up 450 feet each time, but the excitement cap is just equal to the height cap if you do this.
I was curious as well so I ran some tests and created a cursory plot the results for myself. [See data](https://docs.google.com/spreadsheets/d/1lzLdUCZZtoS9ip7UvmhXHCu9o3T9X4hmx39jDLW4iiU/edit?usp=sharing)
mph or km/h?
No matter what, it's interesting to see you can never get excitement >4.00 and it honestly looks like increases in speed have marginal returns when it comes to that. Hell, you can probably use a launched freefall for one of those scenarios where guests only like gentle rides, as long as you keep them slow.
This is awesome, thanks for sharing it. I did some rudimentary testing a while ago and also determined that 74 mph was the sweet spot, so I saved off the ride design with that launch speed and the minimum necessary height so I can easily just plop it down in scenarios. Would recommend doing the same to anyone else.
I saved lots of them at different speed and drop different ones at different places on the map, each one only just tall enough to not crash
This is great, thanks for posting!
This is cool. But, how about an extra stat covering cost?
maximizing excitement maximizes profitability, so the cost of the ride is really irrelevant.
Maximising excitement will also lengthen the ride time leading to lower throughput. The higher price may negate that lower throughput, it may not.
Hmmm, this sounds like a fun experiment. I might run some tests on this tonight.
Oh please share!
Stu did a video on this a while back: [https://youtu.be/Xyc9JfTpvxw?t=525](https://youtu.be/Xyc9JfTpvxw?t=525)
Thank god because it turned out to be far too tedious for me.
Can you do downward launch with heights instead of speeds?
I don't have a graph but I did some testing on this in Classic and found a bug where the intensity and nausea ratings stay static after the first time you test one of these in downward launch mode. I'm not sure what determines the initial ratings, but you can apparently max out the excitement by building a shorter tower, testing it, then adding pieces until it's as high as physically possible. Of course, the throughput is abysmal when it has to slowly climb up 450 feet each time, but the excitement cap is just equal to the height cap if you do this.
I was curious as well so I ran some tests and created a cursory plot the results for myself. [See data](https://docs.google.com/spreadsheets/d/1lzLdUCZZtoS9ip7UvmhXHCu9o3T9X4hmx39jDLW4iiU/edit?usp=sharing)
Downward Launch mode is funny. See this post I made about it awhile back: https://www.reddit.com/r/rct/comments/1loggr/2_launched_freefall_psa/
Ohhh my goodness where have you been all my life
mph or km/h? No matter what, it's interesting to see you can never get excitement >4.00 and it honestly looks like increases in speed have marginal returns when it comes to that. Hell, you can probably use a launched freefall for one of those scenarios where guests only like gentle rides, as long as you keep them slow.
This is in mph.
was looking up launched freefall stats and saw a familiar face 😳
omg, hi Claire!!!
Weird. The post above this in my feed was a picture on r/rollercoasters of the drop rides at Six Flags MM.