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Everything posted by X7123M3-256

  1. You can already do that - just make the station invisible with corrupt elements and then zero-clearance new track over the top (in the other direction, so it doesn't merge). In order to get the station platform to line up with the paths, it may be necessary to lower the ride 1 unit, which can't currently be done in OpenRCT2. I just put up with the clipping issues for now. It's not great, but it still looks better than the default platforms. You can make wide platforms this way as well as long as you have quarter-tile base blocks available (you'll also need quarter tile railing pieces for the gates).
  2. Depends on the ride. You won't usually have kicker wheels on a mid-course brake run but you do often see them in the final brake run and in the station. Rides with magnetic brakes often have the brake run on a slight slope, with a clamp at the end to stop the train. When the train needs to move off again the clamp is simply released - the train will proceed forward under gravity. Some coasters that use linear motors for launching also use them for braking (such as most Maurer Sohne and Premier launched coasters). In this case the brake run is capable of launching the train, because it is also the launch run. I was thinking the problem is not that the train shouldn't be sped up at all, but that it shouldn't take place instantaneously like it does right now - it's not that noticeable when the train is only accelerating to 4mph, but for higher speeds it would look bad.
  3. To connect the gates properly, you'd need quarter tile paths, as 1 tile is far too far apart for the gates. Also, the gates ought to line up with the cars, but the cars can have arbitrary spacing, which is problematic since map objects can't be aligned more precisely than the nearest quarter tile in RCT2. As much as I'd like to see something like this, I don't think it's easily implemented right now.
  4. Clidking on the path again will connect the exit but it disconnects the entrance Zero clearanced paths are a pain to work with - just moving the cursor over a path can disconnect it.
  5. You were correct - the exit was disconnected but peeps will always leave the exit whether connected or not, so it appeared to function fine until the mechanic tried to enter through the exit. The worst thing is, I can't seem to fix it without disconnecting the entrance - zero clearance and paths do not mix well.
  6. I'm not sure the AI actually needs a new file format to be improved - it's even worse than vanilla at the moment.
  7. The real difficulty with something like this is that it means runs are no longer reproducable, so you can no longer extrapolate behaviour from a single test. At the moment there are only subtle variations in train speed from peep loading, so each run is more or less the same. I'm also not sure how easily implemented this is - every track piece has a brake speed anyway, so it shouldn't need modification of the save format, but at the moment the train stops and starts instantaneously in block brakes - if you allowed increasing the block brake speed, that would be a problem, because you don't want block brakes to be able to accelerate the train significantly like they did in RCT3, you want to let the train through at the specified speed only if the block is clear and otherwise stop it completely. I don't think we need an E-stop button because the game does that automatically whenever any kind of breakdown occurs. Maybe it could also be available as a cheat, but I think there's already a cheat to force a safety cut out, which does the same thing really.
  8. The point of testing is to ensure the ride works; people complain about the difference the weight of the peeps makes, so I think that testing should stop the train in each block. Actually, I think the game should run two tests, both with and without the blocks engaged, because it is necessary also to ensure that the ride is safe at the higher speed. The game's ratings are only affected by the stats, most of which record the maximum value of each quantity, and the train should be moving slowly at the point where the blocks are located anyway, so the difference should be subtle.
  9. I like the idea but it should not apply in testing mode - it is important to ensure the ride can complete the circuit if it is stopped in the block.
  10. Yes, I should probably check that the exit is connected properly
  11. I watched a mechanic walk up to the exit of the ride, turn around, walk up to the entrance, turn around, then leave and walk halfway across the park, still trying to find the ride. I'd have thought it something to do with zero clearanced paths (they have caused me endless trouble as they refuse to connect properly) - but peeps have no problem finding that ride. I still don't know what the problem is. Also, the logic for setting staff patrol areas seems broken in the latest develop build - the squares appear partially gray and partially blue (and tiles assigned to other staff members do not show up at all, instead of showing up in gray like they normally do). I might make an issue about that.
  12. Not necessarily - it switches to the first track piece on the tile. If you build the track with the blocks first (as I usually do), then you have to switch the tracks around in the tile inspector so it switches onto the alternate track instead. If you build the merged track first then that should not be necessary - I like to build the blocks first so I can ensure the block system is working before switching the trains onto the alternate track. I know this definitely works, because I've used it for all three coasters in my current park.
  13. Block brakes on merged rides are actually already possible - the trick is to make sure that all the blocks are on the same circuit - which needs to be a complete circuit - but the train doesn't actually have to stay on that track between the blocks. You can merge it onto another track, and then merge it back before the block section. The parts of the other track that the train does not run on can either be built underground or made invisible with corrupt elements.
  14. I'm not really looking for video of the ride running, more the SV6 file you used. It's hard to be sure exactly what the problem is if I can't reproduce it. But I have already observed that strange things happen when you mix long trains with block brakes - this sort of thing should almost be expected at the moment. I'd recommend saving your game before using cheats marked "unstable" for this reason.
  15. When a ride is running in block sectioned mode, the trains will spawn at each block section. If the block brakes are more closely spaced than the trains are long, then they overlap like this. Sometimes they will move apart if you let the ride run, and sometimes you have a train spanning two blocks, which prevents the ride from ever moving. I'm not sure if that's what's happening here, but without seeing the ride run it's hard to tell.
  16. X7123M3-256

    Group Park 3

    I've had this glitch happen on multiple occasions. It appears that you have built the track leading away from the switch in the wrong direction - you need the little yellow arrow to point in the direction you want the trains to face, not the direction the trains should move. If you do not want the tracks to merge; as is the case if you're adding a second track for aesthetics, switching the order of the track elements in the tile inspector usually prevents this bug from occuring. Also, your switch track needs to be long enough to accomodate the full length of the train, otherwise you will split it in two. This is probably not what you want.
  17. The checksums can be corrected by some care is required. If you recalculate the checksum to match the modified file, the ride will become exporting but it will not be treated as the same ride - you end up with two copies, and existing parks will continue to load the broken one. The solution I use is to instead tack on some extra bytes in order to make the original checksum correct again. Then the original file can be replaced by the corrected version and the game will not notice. OpenRCT2 is supposed to do this correction automatically, but it does not always work properly. As a rule of thumb, tracked rides that aren't my own are usually created in Buggy's ridemaker, and hence unexporting. Flat rides do not trigger the bug and so should always work. If you do not get this error message when loading the park, then either all rides exported properly, or the park was not exported at all.
  18. This error message means the save file contains a packed object whose checksum does not match the contents of the file. In theory, this indicates that the object has been corrupted, and the game stops loading of that object. In practice, there is usually nothing wrong with the object, it just has the wrong checksum. This is because some custom objects include nonzero bytes in locations that are zeroed by the loader - these bytes are zeroed when the object is loaded, but the checksum is not updated. When the object is packed into the save file, it has the wrong checksum. When you reopen the park, you see this message. If you already have the object installed then the object is loaded from your ObjData folder anyway, and this is just a warning. If you do not have the object installed the object load will fail and you will be unable to open the park (unless you have "Allow loading with incorrect checksums" enabled, which disables this check entirely). OpenRCT2, unlike vanilla, does recalculate the checksum of objects upon saving - this was supposed to fix the issue but it doesn't work in all cases. As long as you are able to load the park then this message can be ignored for the most part, but if you are sharing the park online you should also upload copies of all the objects that aren't exporting so that those who don't have them can install them. This is especially important if you expect the park to be opened in vanilla, which doesn't allow bypassing the checksum test.
  19. Yes, all the special peep names still work in OpenRCT2.
  20. In RCT3 it was John Wardley. In RCT2 "John Wardley" is a cheat but it doesn't do the same thing - it just changes the guest's thoughts. IIRC there was no way to disable support limits in vanilla RCT2, at least not without hacks.
  21. It's command line option, you type --verbose after the executable name when you invoke the program. It enables more detailed logging and sometimes produces more detailed error messages. Or it may not help at all, but it's usually the first thing I try if something isn't working.
  22. It shouldn't. Have you tried running a server locally and then trying to connect to it?
  23. The game is being developed rapidly, and even the servers running develop aren't all using compatible versions of it. If you can't connect to the master server list, have you tried to connect directly by IP? Can you connect to a server running on your local network? Have you tried running the game with --verbose to see if it tells you why it can't connect?
  24. Even if he doesn't, it probably shouldn't just crash. Would be better to pop up an error message saying "cannot locate RCT2 installation" or something. (I thought it already did this).
  25. Yep, you can rotate the entrance and it still functions correctly (it does look kind of weird - when the peeps come out of the entrance they are not on the station platform, but as you would normally make the entrance invisible and build your own platform this is hardly an issue).
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