
X7123M3-256
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Everything posted by X7123M3-256
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Yeah, I used s-bends on mine. There just isn't anywhere on OP's waterfall where one would fit.
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There isn't. The wild mouse has all the smallest drops available. Also, as @Deurklink pointed out, the track type doesn't matter if you're going to make the track invisible since you can use any track piece anyway. It's not as abrupt. Having a raft that is carrying some momentum navigate hairpin turns looks very wrong because they can't do that IRL. You need to think about the physics because the game is simulating a coaster, not a raft. You have to think how a raft would behave and try to mimic it. But I don't think you need to insert an S-bend anywhere on that course, the hairpin turns are fine. The rafts should not be carrying too much speed through the dogleg because the preceding drop is near vertical and most of the energy would be absorbed in the landing (which is why I suggest adding brakes). Following the large slide at the end of the rapid the rafts are going very fast, but even a large turn looks out of place here - they should continue straight for a few tiles until they have slowed down.
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Does Open require the Original again?
X7123M3-256 replied to Malatrash's topic in Problems, Bugs and Feedback
That's correct, the executable isn't required. But the assets are. -
That looks like a terrifying section of rapid to be running in a raft. That first drop onto rock and the siphons on either side of it do not look pleasant. I'd suggest you put brakes at the base of the drops because the rafts aren't losing their speed quickly enough. They should accelerate down the drop and then slow down quickly at the bottom. Another thing you can do is to put another loop of dinghy slide track running on test mode underground. The noise the boats make sounds a lot like rushing water.
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Does Open require the Original again?
X7123M3-256 replied to Malatrash's topic in Problems, Bugs and Feedback
OpenRCT2 has always required the original game assets. If you were able to play it you must have them from somewhere; it sounds like the config file might have got deleted and you need to point OpenRCT2 to the location of your RCT2 files again. -
You're more up to date than the server, so the best option is to wait for the servers to update (it doesn't usually take too long). If you really want to play now, you'll have to install a slightly older version of the game.
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The plan is to add all the relevant track pieces. Loops, half loops, large half loops, corkscrews, barrel rolls, quarter loops, and large steep-to-flat are still to go in. S-bends and helices were added since this post was made. But I'm not working on it right now, I don't have much time available and it's not really worth it for something most people won't want. I'll revisit it when there's a new save format. Wait, what file is this? That's exactly what I did. This is a fork of the game, not develop.
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No RMC currently has a loop, and the game doesn't have overbanked turns so those aren't an option. Only corkscrews and barrel rolls are conspicuously absent, but I don't have those pieces on the RMC track yet so I had to do a layout without them. There are two RMCs without inversions so it's not that unrealistic.
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How to connect 2 ride types together?
X7123M3-256 replied to HarryLUFC's topic in General Discussion
You're missing two steps. Firstly, it doesn't look like you actually merged the tracks. In the final screenshot, you need to click the build track button so that you have a junior piece overlapping with the first wooden piece. Then you select the end of the wooden track and do the same. Secondly, you need to put the ride in boat hire mode so it will let you open it with an incomplete circuit, or else complete the circuit with a dummy track. -
Here's the relevant code
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It can be but it's not always necessary. If you want intersecting scenery it's much easier to use zero clearance than the tile inspector. The tile inspector is often necessary for track if you want to place tracks at intervals of 0.75m instead of 1.5m, of if you're placing them in such a way that they would otherwise merge and make it impossible to get them where you want.
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It's not a real coaster.
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Guests not getting on gentle/thrill rides
X7123M3-256 replied to ReakuTheCrate's topic in Problems, Bugs and Feedback
It's not that it's unbalanced, it's that different scenarios can have a bias one way or the other. In other scenarios, peeps favour gentle rides, and the thrill rides won't attract many riders. You could test the save in vanilla RCT2 to see if the behaviour differs significantly, which would indicate an issue, but this doesn't sound like there's anything wrong with the AI. If you would prefer the peeps to favour gentle rides, you can edit the scenario options to make that so. The scenario options window is accessible from the debug menu - select "guests prefer less intense rides". I'm pretty sure this only affects new guests and not those already in the park, so it might take a while for you to start seeing the changes. -
It has been suggested several times before. But RCT2's save format (and object format) don't allow for it, so it will have to wait until OpenRCT2 has it's own save format.
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Guests not getting on gentle/thrill rides
X7123M3-256 replied to ReakuTheCrate's topic in Problems, Bugs and Feedback
Advertisment campaigns don't change intensity preference, they just draw more guests to the park. If guests are saying they want to go on something more thrilling, then build more thrill rides and less gentle rides. If they like the coaster, build another one. This is not an issue with the AI, it's how the game is supposed to work. If you want to override the intensity preferences, there's a cheat for that. There's also a cheat to make guests ignore intensity ratings entirely. -
Guests not getting on gentle/thrill rides
X7123M3-256 replied to ReakuTheCrate's topic in Problems, Bugs and Feedback
This means the ride intensity is too low. All guests have an intensity preference range - they won't ride rides above or below it. You can see this for an individual guest in the peep stats. This is individual to each guest, but you'll find that in some scenarios, the average intensity preference is low and you're better off building gentle rides, and in others, the peeps want more extreme rides . You want to build rides that will appeal to the majority of guests. -
Guests not getting on gentle/thrill rides
X7123M3-256 replied to ReakuTheCrate's topic in Problems, Bugs and Feedback
What do the guest thoughts say? A common cause for peeps not riding gentle rides is that they are not intense enough, but intensity preference varies by scenario. Look at the entrance and see if guests are walking towards the entrance and turning back, or not walking in that direction at all (in which case, the problem may be your path layout). -
These are not examples of vehicle physics. Some of them are ride categories, which affect only the tab of the ride window that the ride shows up in, and nothing else, and the rest are ride types, which you can already override. As far as the vehicle physics are concerned, the main distinction is powered versus unpowered, and swinging, spinning, or neither. These cannot be changed unless you create a new object file, but you can override the parameters - the train mass (which determines the frictional losses), the velocity and acceleration (for powered rides only), and the moment of inertia (for spinning rides only). Of these, a cheat currently exists to change the train mass.
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OpenRCT2 implements several features from RCT1 that were not present in vanilla RCT2: Non-passthrough powered launch mode is available on the looping coaster Steep slopes are supports on the Junior coaster (though you need to enable the cheat for this AFAIK) Booster pieces are available on a few coasters. The "Have fun" objective is available for scenarios There is also support for loading RCT1 savegames and a few of the RCT1 sprites (such as the terrain wall sprites).
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A lot of people don't place objects where they aren't visible. But with the cutaway view in OpenRCT2, people can actually view the inside, so you might want to keep if you've already built it. If you do remove it, that will free up some space. If you've hit the object data limit and don't want to delete stuff, then there are a couple of things I can think of that you could try: Merge groups of quarter-tile scenery objects into one. For example, instead of building a floor from four quarter tile blocks, you could replace them with one full tile block. A similar thing applies for supports, fences. If you have any repeated units built from scenery, making them one object could save on map data. I see, for example, that you have quite a few tiles containing four quarter-tile bushes, so making a full tile object with four bushes might save slots. Delete the terrain on tiles that are entirely covered with scenery (like custom land blocks) or paths. This includes any areas you've hidden with black tiles. Note that this is tedious to reverse, so I'd only do it if when you're otherwise finished with the area. It also won't get you that many slots. Path objects don't take object slots (as far as I know). If you have any scenery objects that could be made path objects (unlikely, to be honest), then you could potentially save space by converting them. Scenery objects contain (or should contain) one map element per tile occupied. So small scenery objects are always one map element, large scenery objects can vary based on the size. No, there is no edit history stored in the file (which is why there is no undo functionality). If you want to keep the original version of the file around, save a seperate backup (which is probably advisable if you plan on deleting stuff).
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Which coaster is hardest for you to build with?
X7123M3-256 replied to SensualEthiopianPolice's topic in General Discussion
Looping coasters might not be able to achieve extremely high excitement ratings easily, but they can get decent excitement for very cheap. Small looping coasters are great for scenarios where you want a cheap but profitable ride to get your park started. -
You can't. Or at least, I'm not aware of a way to do that - the shift key doesn't work. You can adjust the height of individual track pieces with the tile inspector, but it's quite tedious to raise a whole layout piece by piece. I have in the past used a script that find all track pieces belonging to a given ride and raises them by a set amount.
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Even without the launcher you can update whenever you choose to - the binaries are rebuilt automatically whenever changes are committed to develop, so they should always be the latest version.
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Why do you have to wait for a new network version to update?