Building realistic coasters in AC is more difficult than most think. In this guide, I hope to show how to build some useful elements that will male your realistic a smash hit.

The Lift

There are two straight, constant-slope lifts I use. The first is extremely simple: it is composed of several small segments, each five meters in length. The vertical distance for each segment is as follows: 1, 2, 3, 3, 3, 3, and so on until you have reached three meters below your desired height. The last two segments are 2 and 1 vertical. This lift provides a shallow angle and is suitable for most looping coasters.

The other type of lift is more spectacular and steeper. The bulk of this lift is composed of alternating segments: 6 vertical and 5 horizontal; 4 vertical and 8 horizontal. The lead-in for this one is (all 5 horizontal): 1, 2, 5, 5. Then you use the 4-8, then 6-5, and repeat those two until you have reached your desired height. This lift is suitable for hypercoasters and anything requiring a steep lift.

There is a third type of lift I use. It involves a hacked, 0-horizontal segment and will be available upon request.

The Drop

Like lifts, I have a few drops I like to use. The first of these is the beyond-vertical drop. This drop is extremely easy to pull off: just use two partial loops. Make certain your horizontal shift is 0 for both. This drop is useful for Eurofighters, Blitz coasters, and mammoth fantasy hypercoasters like Midgard Serpent.

The second drop type is the steep straight drop. Simple again: partial loop, steep basic segment, partial loop. Very useful for hypercoasters and the like. For a variation, eliminate the steep basic segment.

The third type of drop is the basic drop. It consists of one segment, either straight or curved. For flavor, you may add some turns and little drops before the big one.

The final type is the realistic B&M drop. This drop type is constantly evolving. It usually incorporates a pre-drop, and due to its ever-changing nature, cannot be described in this article. Please download my latest track with a lightning-bolt emoji for an unlocked B&M drop.


There are many different types of inversions. I will cover the following:

•Dive Loop/Immelmann
•Zero-G Roll (both conventional and inverted)
•Cobra Roll
•Sea Serpent
•Sidewinder/Reverse Sidewinder
•Arrow/Vekoma Corkscrew
•B&M Corkscrew/Flatspin
•B&M Wingover
•Norwegian Loop
•Heartline Roll
•Sidewinder Roll
•Tangled California Roll
•Inclined Loop

The vertical loop is the most basic of all inversions, and is composed of a single Loop segment. Since you already know how to make one, we shall move on.

The dive loop (or Immelmann) is composed of two segments: a partial loop and a basic segment. The partial loop is 50% and 0 horizontal shift. The basic segment should turn 60 degrees and have .50 corkscrew.

The zero-G roll is composed of three segments: the lead-in, the twist, and the lead-out. The lead-in and lead-out segments should be straight and identical. For conventional coasters, the twist should be 5 meters long and feature 1.00 corkscrew. For inverted coasters, the length increases to 10-15 meters.

The cobra roll and sea serpent are each composed of four segments: two partial loops and two basics. The partial loops should have a horizontal shift of 2 and be 50%. The basics are as follows: 30 horizontal, .50 corkscrew, 15 vertical, and 90 degrees turn. This is easy enough to grasp. With a cobra roll, the turns should both go in the same direction; a Sea Serpent requires opposing turns.

A Batwing is an inside-out cobra roll. A Bowtie is an inside-out Sea Serpent. In both cases, the partial loops should have 0 horizontal shift. A Batwing has 10 vertical and 20 horizontal for its basics; a Bowtie can use either the 10-20 or the 15-30.

A sidewinder/reverse sidewinder is half of a cobra roll. With a sidewinder, the half loop comes first; a reverse sidewinder has the half loop come last.

More coming soon!