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X7123M3-256

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Posts posted by X7123M3-256

  1.  

     

    1 hour ago, Deurklink said:

    guess by that you mean a hydraulic launch like the ones on Kingda Ka or Top Thrill Dragster. Would love to see those as well

    I wouldn't be that specific. However the launch is powered, the animation for all of them would be the same, so they don't need to be different track pieces, in the same way as the current booster piece does not distinguish between LIM and LSM types - this is implied by the ride you're building. If a cable launch piece were implemented, I'd put it on the Intamin as a hydraulic launch, the Schwarzkopf as a flywheel launch, and the S&S as a pneumatic launch.

    • Like 1
  2. Pieces I'd like that would not require new vehicle sprites:

    • Diagonal brakes
    • Diagonal stations
    • Sloped brakes
    • Diagonal large steep-to-flat
    • Large radius sloped turns (and a banked version thereof)
    • More gradual bank transitions
    • Extra-large radius curves
    • A barrel roll piece that starts from banked track
    • A medium size loop
    • Large corkscrews
    • A cable launch piece (similar to the existing cable lift)

    Pieces I'd like that do require new vehicle sprites:

    • Diagonal vertical pieces (and diagonal vertical turns)
    • A new slope piece somewhere between steep and gentle (and corresponding curved and banked pieces)
    • A steeper bank angle (and all the pieces to go with it). This should be somewhere around 80 degrees - not 90 like RCT3.
    • Diagonal inversions (loops, half loops, quarter loops, corkscrews, and barrel rolls)
    • A half zero-g roll piece

    This probably amounts to more pieces than the game currently has, to be honest. But I think all of them are potentially useful.

     

    • Like 2
  3. Just now, Xardoz said:

    But I don't understand : "they are just not used by the specific vehicle type" ?

    Specific vehicles can disallow certain track pieces that would otherwise be available. This is most prominently used on the hyper and hyper-twister coasters, which do not allow inversions despite the fact that the track they run on does have those pieces. Using this cheat, you can overrides this restriction and build inversions on a hypercoaster. But the track pieces were always there, the vanilla game just doesn't let you build them when you are using that vehicle type.

    However, in vanilla RCT2, the junior coaster does not have steep slopes. They are not merely hidden,  they are not there, and the game crashes if you try to use them. These pieces have been added in OpenRCT2. You enable them with the same cheat, but whereas inversions on a hypercoaster will work in vanilla, steep slopes on a junior coaster will crash.

    This is only relevant if you want your park to work in vanilla - in which case you should use a track merge instead. If you only need your park to work in OpenRCT2 you don't have to worry about which features are present in vanilla and which aren't.

    Just now, Xardoz said:

    Because the "basic" vehicles (Ladybirds trains) are compatible with steep tracks in RCT1 so I'm a bit confused : you wasn't needing a specific train ?

    The junior coaster has and has always had the same pieces no matter what train you use, I was referring to the hypercoaster and a couple of other rides.

    • Like 1
  4. Those trains can sort of be done. You could create an object file that contains the necessary vehicles, you can't set the default train makeup to look like that - the default settings are too limited. But defaults are just defaults, so you could then hack the save file to rearrange the vehicles, as there's no restriction there @Spacek recently posted a tutorial on how to do that over at NE.

    The fact that the train is so much longer than the loading platform may or may not cause problems, but if it does, you could work around it with a shoestring.

    You will, however, struggle to build a decent cuban eight in game. Your version is about the best you'll get, but it's still not ideal and a bit too large IMO. I think this is actually the biggest problem you'd run into.

    • Like 1
  5. OK, that's good to know (I haven't really used this cheat much). If the hyper-twister is affected then the hyper and corkscrew coasters should also be affected - the corkscrew coaster will get steep-to-flat (which it should have had anyway IMO), and the hypercoaster will get inversions.

    But it's worth pointing out that these track pieces were all present in vanilla - they are just not used by the specific vehicle type. The steep slopes on the junior coaster and inversions on the dive coaster are OpenRCT2 specific, and don't work in vanilla.

    • Like 1
  6. 8 minutes ago, Xardoz said:

    I thought it was implemented "by default" when I saw the page I linked

    It used to be. I don't know why it was changed.

    9 minutes ago, Xardoz said:

    Is there a way to keep cheats always on ? (like an "usual" option ?)

    Not that I know of.

    10 minutes ago, Xardoz said:

    Is this allowing only this specific tracks for the junior RC, or are some other coasters affected ?

    As far as I can tell it's just the junior coaster. The vertical drop coaster should be affected (there are quite a few inversion pieces that are supported but disabled by default), but upon testing, it doesn't seem to work. You'll have to rely on arbitrary ride types to access those pieces.

  7. 11 minutes ago, Xardoz said:

    Can anyone post an update of the project ?

    You can fork the game and make whatever changes you like - for example, I have a fork that adds a new track type to the game.  If you want your changes included in develop, you can submit a pull request.

    15 minutes ago, Xardoz said:

    2) What do you advice : download the launcher and let it full rights to download what it wants, or download manually each update ?

    I would recommend the launcher. Updates are very frequent so manually downloading the binary would be tedious. Nothing wrong with doing that though.

    17 minutes ago, Xardoz said:

    Concerning OpenRCT2, I must say that I'm really pleased to see this project, but I'm a bit "afraid" too : afraid of loss of spirit of RCT1&2. I'm not saying it's the case yet ;)  I'm simply wondering for the future : what's the spirit/goal behind ?

    OpenTTD is a similar but more mature project, so you can look there to see what might be possible. OpenRCT2 will always be compatible with parks made for vanilla RCT2 and there will always be the option to use vanilla assets.

    • Like 1
  8. The grey ties are part of the track sprites. However, they're currently much narrower than the supports they're supposed to connect with, and they don't line up with the bents (and can't easily be made to). One option is to integrate part of the support structure into the track sprite, but I don't know if that would look much better. Making custom support sprites, is technically possible, but I don't want to have to do that. It's a real difficulty with the IBox track that the Intamin doesn't have.

  9. 2 hours ago, shnupz said:

    Is CSO made for this project and added to OpenRCT officially allowed for use in official scenarios?

    IIRC it was suggested in the original announcement that there be a CSO and an NCSO pack.

    2 hours ago, shnupz said:

    there's an ongoing project to replace objects and assets, right?)

    I wouldn't say ongoing. Someone started one, did one ride, and hasn't done anything since. Nobody is actively working on it, as far as I'm aware.

     

    2 hours ago, shnupz said:

    Which features/cheats of the game are in the long term planned to be staple gameplay elements, and allowed to be incorporated into scenario play. Zero clearance? Rotated entrances? Drawing all available track pieces? (some in-game tutorials on these would be a nice touch I think)

    I think there are a number of things currently considered cheats that ought not to be. There are some track pieces that currently can't be built without cheats that should be available by default (though not pieces that the current ride type explicitly suppresses, like inversions on a hyper), and entrance rotation could go in the ride construction window rather than in the tile inspector as it is now.

    But I have no idea if there are any plans to change this. Personally, I wouldn't design a scenario that requires a player to use these features in order to complete it, as some people won't want to use anything that's considered a cheat when playing a scenario. But it's actually quite difficult to engineer a situation in which a scenario can't be completed without using those features, so I wouldn't worry about it too much.

     

    2 hours ago, shnupz said:

    Should they be designed with scenario unlocking in mind, or with everything being available?

    Scenario unlocking is an optional feature, it's up to the player to decide whether they want to enable it.

     

    2 hours ago, shnupz said:

    Is trackitecture-such as rapids track for rough water or aqueducts-allowed with the intention of being replaced if/when future objects are made to fill that role?

    I don't see anything wrong with using trackitecture, but if your intention is that it eventually be replaced by an object, I would just make that object.

     

    2 hours ago, shnupz said:

    Is modifying game speed something people are expected to do? It makes a lot of scenario goals really quick and easy

    Modifying game speed doesn't make the game any easier - all it does is save time. I would say that if your scenario is only difficult because most people would get bored and give up before the goal is reached, it's not a good scenario.

     

    2 hours ago, shnupz said:

    Should this be put on hold until the new save format, or simply started now with scenarios taking advantage of it coming when that's available?

    I don't see why you'd need to wait. If a new save format is introduced, there will be a way to convert old save games to it.

  10. Yeah, generally you do, but you can then switch it back again after you've built it - you don't have to merge the two ride types together.

    The latest version has a cheat that removes some of the track piece restrictions - I would test if it allows you to build those pieces, but I'm currently using an old version that doesn't have that cheat.

  11. 11 hours ago, Deurklink said:

    Except level to steep track pieces, steep to level track pieces and holding brakes before drop. (unless you switch ride types midway through building, of course).

    The twister track has all of those in OpenRCT2. In vanilla, it does not, so you used to have to merge.

  12. So today I decided to build an Intamin mega coaster.

    I used LSM trains, even though this ride shouldn't run them, because I didn't have the right train and I didn't want to make a new one just for this. I could have used wing coaster trains, but I don't like them. Also I couldn't find a steep catwalk object that doesn't glitch horribly, so I gave up on the catwalk. But other than that, I quite like how it turned out. intaminmega1.thumb.png.5709561d541fd671d9765486d082234c.png

    intaminmega2.thumb.png.84a7dba0700c27832973b3d6a43f283a.pngintaminmega2.thumb.png.84a7dba0700c27832973b3d6a43f283a.pngintaminmega3.thumb.png.e9ffdf3c550b79e0aa2bc4e69ef37173.pngintaminmega4.thumb.png.61d9008a4fdcb8b800a689c7671b1845.pngintaminmega5.thumb.png.012d159d73a5aa9fe2657165cb6208c5.pngintaminmega6.thumb.png.066a5b508097ecd5161242e23c6da41c.pngintaminmega7.thumb.png.c9cf1343437f5ea772336c953bd7f776.pngintaminmega8.thumb.png.61289df23ce6a8fa354de4ebbaf9c471.pngintaminmega10.thumb.png.f6ef883152fa9c938526ab783c03cb10.pngintaminmega11.thumb.png.0ade1081f6c7be9bb555b0ed701fdfea.pngintaminmega12.thumb.png.3df0733f91b3d069b7b20a0fba678206.pngintaminmega13.thumb.png.b3f4094767a197e1f1b7f12187a1ddc8.png

    • Like 3
  13. 1 hour ago, Deurklink said:

    What i meant here was that if you use a B&M track, like the steel twister coaster, and you want to merge with another B&M track(vertical drop roller coaster) you should only do it to get unique elements like the holding brake on your ride, and not just merge for the sake of merging

    In OpenRCT2 the twister track has every element that the vertical drop coaster has and vice-versa. You should never need to merge a twister track with vertical drop track unless you want compatibility with vanilla.

     

    1 hour ago, Deurklink said:

    for example merging a steel twister with a floorless or standup twister makes no sense

    These are all the same ride type.

  14. On 12/11/2017 at 13:15, Broxzier said:

    On top of it, merges take some additional space as well

    They generally don't. There's a few edge cases where they would, but there are ways around that too.

    41 minutes ago, Deurklink said:

    I also tried the water coaster but sadly it didnt slow down the cars at all

    There's a flag that has to be set on the vehicle to make that happen. I don't know if you can override the value with a cheat or whether you would need a custom train.

    • Like 1
  15. I doubt the vehicle physics have been changed. When I ported the RCT1 junior trains to RCT2, I found the physics to be an exact match - as in the train would be going exactly the same speed at different points on the track. There's still room for some error, since speeds are stored internally to a higher degree of precision than they are displayed - but I would be surprised if it was enough to make a ride stall that didn't before.

    I think the difference is probably because you're running RCT2 trains on a ride designed to run RCT1 trains, and the mass values are probably different. But you can override that with the console.

     

     

     

    • Like 2
  16. 5 hours ago, flp said:

    I did not understand what is absurd in this coaster...

    I put 5 different car types on one train. One of which has a wider track gauge and would not be able to run on the same track as the others. I can't think of any coaster IRL that does that - there's a few that have both a stand up and sit down train, but I can't think of one with different vehicle types in the same train.

  17. It's not ideal but not a big problem either - much better than not using block brakes. If this is happening when the ride is running empty, it probably won't when the ride is running with riders (because it waits in the station longer). If you want to prevent the train waiting at the top of the lift, you can set a minimum wait time.

    • Like 2
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