Calculator

Roller coaster g-force and speed calculator

Pick a drop height and the radius of a dip or a loop: the calculator gives the speed at the bottom and the g-force riders feel. Start from any Park Baron coaster type, or type your own numbers.

The Park Baron coaster editor with its speed, height and G-force graphs

Your coaster

A coaster type fills in its tallest drop in Park Baron (the most the game lets it climb above the ground) and, for the Launched Coaster, its launch speed. The maths is real-world physics, so the answer is what that drop would do in real life. The Launched Coaster’s launch reaches 131 km/h in the game: with nothing lost, enough to climb 68 m.

What riders feel

Speed at the bottom
34.3 m/s · 124 km/h · 77 mph
In the valley
5.0 gHeavy: legs and arms feel several times their weight. Real designers keep this brief
Entering the loop
9.0 gHeavy: legs and arms feel several times their weight. Real designers keep this brief
At the top of the loop
3.0 g · 87 km/hPressed into the seat, like a brisk turn in a car

Every coaster type at its tallest

The same maths for each type’s maximum height in Park Baron, with no losses and a 30 m valley at the bottom.

Coaster typeTallest dropSpeed at the bottomg in the valley
Giga Coaster157 m200 km/h · 124 mph11.5 g
Launched Coaster134 m185 km/h · 115 mph10.0 g
Wing Coaster106 m164 km/h · 102 mph8.1 g
Inverted Coaster90 m151 km/h · 94 mph7.0 g
Steel Looping Coaster84 m146 km/h · 91 mph6.6 g
Wooden Coaster62 m125 km/h · 78 mph5.1 g
Bobsled Coaster53 m116 km/h · 72 mph4.5 g
Mine Train53 m116 km/h · 72 mph4.5 g
Spinning Coaster53 m116 km/h · 72 mph4.5 g
Wild Mouse45 m107 km/h · 66 mph4.0 g
Water Coaster45 m107 km/h · 66 mph4.0 g
Junior Coaster29 m86 km/h · 54 mph3.0 g

By Updated

Speed from height

A coaster trades height for speed. At the top of the lift hill the train has potential energy (its mass × g × height); at the bottom that energy has become motion. With nothing lost, the speed at the bottom is v = √(2 g h), whatever the train weighs. A 60 m drop gives about 34.3 m/s: 124 km/h or 77 mph.

Real trains lose some of that energy to wheel friction and air resistance, so they arrive a little slower. The “energy lost” box takes a share off: 10% lost gives √0.9 of the ideal speed, about 5% slower.

G-force in a valley

At the bottom of a dip the track bends upwards and has to push the riders round the curve as well as hold them up. What they feel is 1 + v² / (g r) times their weight, where r is the radius of the curve. Faster, or a tighter curve, means more g.

That’s why big coasters pull out of their drops in long, sweeping curves: at 34 m/s, a 30 m radius gives about 5 g; a 60 m radius gives about 3 g.

G-force in a loop

Going up a loop the train slows down: climbing two radii costs 4 g r of the speed squared. At the top, gravity already does part of the turning, so riders feel v² / (g r) − 1. At exactly 0 g they float; below 0 the restraint has to hold them in.

A perfect circle is a bad loop: fast enough at the top means far too many g at the bottom. That’s why modern loops are tall teardrops (clothoids), tight at the top and wide at the bottom. This calculator uses one radius, so it shows the circular worst case.

How much is too much?

Ride designers work to standards such as ASTM F2291, the design practice for amusement rides. It sets limits on each axis (up and down, side to side, front to back), counts gravity in (a rider sitting still feels 1 g), and allows less the longer an acceleration lasts: a peak of a fraction of a second may go well above what riders may feel for several seconds.

Downward-pulling (negative) g is tolerated far worse than being pressed into the seat, and quick reversals between the two are limited further. So a high g-number here is fine only if it’s brief.

In Park Baron

The coaster editor’s Graphs tab plots the speed, height and g-forces of every test run, and the ride window lists the maximum positive, negative and lateral g. The game reports a compressed “park g”, as the classic tycoon games did, so sensible designs land between 1 and 5 g; its ratings punish extreme values (see coaster ratings explained).

Sources

  1. OpenStax, College Physics 2e, 6.3 Centripetal Force
  2. OpenStax, College Physics 2e, 7.4 Conservative Forces and Potential Energy
  3. A.-M. Pendrill, “Rollercoaster loop shapes”, Physics Education 40 (2005) 517
  4. ASTM F2291, Standard Practice for Design of Amusement Rides and Devices