Rollercoaster Ride

A car travels along a closed spline track featuring a lift-style hill, a big drop, a vertical loop and banked turns. Real coasters have no engine after the lift hill—they trade potential energy for kinetic energy per conservation of energy, so cars are fastest at the bottom of drops and slowest at the top of hills, which this sim approximates from the car's track height. Riders typically feel 3–4g on major drops and loop bottoms (briefly 5–6g on extreme rides), with sustained forces above ~5g risking blackout, so loops are shaped as clothoids (teardrops) rather than circles to keep peak g-forces safer and smoother. Track banking (camber) tilts the rails through turns to counteract lateral (sideways) g-forces. Real steel coasters vary hugely in top speed, from family rides around 60–80 km/h up to Formula Rossa's ~240 km/h and Kingda Ka's ~206 km/h.

Drag to look around, scroll to zoom — the panel below reflects live simulation values.

Live Stats

Controls

Pause ride
Camera mode
Track wireframe