Building a hypercoaster in RCT

Section 3: Completing the circuit

After a long, windy track, it's time to bring the coaster back to the station. Make sure that the coaster isn't going too slowly too far from the station: we're trying to avoid dual lift hills here (unless you have a raised station). A shorter hypercoaster will have enough speed to continue section 2 until the station, but longer ones such as Sky Devil need a fairly flat return. Anyway, bring the train back towards the station. If it is going fast as it enters the station area, use a brake run to reduce speed gradually, and intensity with it.


This time, a flat diagonal straight is necessary and not a problem. I'm aiming for the fenced off area to the right of the monorail.


Next, this particular hypercoaster goes low over land for the first time since the lift hill, and under its first drop.


The ride is going with a monorail again. However, I think that this time is is more exciting as the riders can see the monorail, whereas they were away from it before.


As well as going under bridges, going beside & over paths can increase excitement and attract new riders.


The track needs to duck under this handy (excitement) donut stall, then come back up for unbanked curves back to the station. This is only suitable for reasonably slow ends (this is about 30-40mph).


The track goes underground for a short section here:


The brake run.

Section 4: The Station, Testing & Tweaking

Back to Section 2: The twists


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