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OpenRCT2

X7123M3-256

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Posts posted by X7123M3-256


  1. 1 hour ago, djwessie said:

    But that would not add much to realism right?


    It's not ideal, but to the best of my knowledge nobody has made this train for RCT2. You could try asking on NE as well, but I don't think you're going to find it.

    You could substitute a similar train in its place - either the 6 across train with a floor, or a floorless train with a different number of seats (both 4 and 8 are available).

    If you really need a 6-across floorless dive train, you're probably going to have to create it.

     

     


  2. 13 hours ago, djwessie said:

    Hello.

    Is it possible to add the following?

    - Add a friction option for coasters which we can adjust with a button?

    - Add a option for custom trains to add train and coach numbers to -1 for certain coaster types like in the old 8 cars trainer?

    - Adding a button to hide supports on different coasters (We now have to use a Support Blocker)

    Regards,

    Wes

     

    There's already a cheat to adjust friction (or more accurately, the train mass - the friction in game appears to be constant).

     

    An option to set negative train lengths is something that could be added - the current option to set train lengths imposes this restriction but the game does not (I thought when it was implemented that nobody would want to make the train length negative).

     

    Hiding supports without a support blocker would require a new save format, unless you're looking for an option that would hide all supports similar to the "invisible ride tracks" option that already exists.

    EDIT: Apparently it's already possible to hide supports without a support blocker.


  3. If it's a catwalk made from scenery, it can be found in the scenery construction window with all the other scenery items. If there is a currently selected scenery group that includes it, it will appear in the corresponding tab (this is usually the case if you are using a workbench). Otherwise it appears in the miscellaneous tab (the one with the question mark).

    If it's a catwalk made from ride track, it would be found in the ride construction window (multi-dimension and wooden coasters are the rides most commonly used for catwalks).

    • Like 1

  4. Just now, CrazeDesk said:

    5.67 excitement then I realize I could add something to some flat points on a ride and then my excitement rating drops to about 0.89.

    The game imposes certain minimum requirements on things like maximum drop height - if you don't meet them, your excitement rating is penalized. That means a very small change in the ride's layout can have a big impact on excitement if it means failing to meet one of these requirements. If you don't post screenshots, nobody can tell you exactly what is wrong, but I'd imagine that's what's happening.

     

    Just now, CrazeDesk said:

    Also, my rides no matter how pathetic the ride is the intensity is always Ultra Extreme even if my rides don't have any banking or loops or anything special it's always Ultra Extreme can someone please explain why this happens? 

    If you don't have any banking that's probably why. Check your G-forces - if any of them are red, that's too high and your intensity will increase as a result. Again, if you don't post screenshots nobody can say exactly what's wrong.


  5. 1 hour ago, cheyjordan said:

    In the latest release, will all of my progress remain? I played through many of the scenarios and would hate to start over. 

    I haven't tested this, but I don't see any reason why it would. As long as you don't delete the OpenRCT2 directory, all game state should be preserved. Also, you can turn off scenario locking if you'd prefer to have everything available.

    1 hour ago, cheyjordan said:

    Will all my custom object flies be transferred to the latest version? 

    Yes, but they might have to be moved. Recent versions of OpenRCT2 will not load custom objects from the vanilla game's ObjData directory - custom objects must be placed in OpenRCT2/object directory instead.

    1 hour ago, cheyjordan said:

    Can my old version and the latest release coexist on my computer or do I need to uninstall the old version before downloading the new one? 

    Yes they can, but I'm not sure why you'd want this. I recommend using the OpenRCT2 launcher - it will automatically update your game when a new version is released.

    • Informative 2

  6. 1 hour ago, UniverisaC said:

    But the thing is, why I am limited to limits for sekects of rides and other such?

    Because the game's save files have a fixed number of slots for objects. This limit cannot be increased without changing the save format, which will probably happen eventually but don't expect it anytime soon.

    1 hour ago, UniverisaC said:

    And other question, please view this snapshot and what this caused and how I can fix it?

    You are running OpenRCT2 with administrator privileges. This is not a good idea from a security standpoint.


  7. 6 hours ago, RedNovaCoaster said:

    I cant find rmc_track_2 should i look for it in the zip file?

    I linked to it above but here's the link again. You need to clone that repository and then run "git checkout rmc_track_2".

    6 hours ago, RedNovaCoaster said:

    Hey im a bit confused on how to download the track still. I cant find rmc_track_2 should i look for it in the zip file? And then where do i put it? Also what do you mean by compile? 

    Compilation is the process of turning source code into executable machine code so you can run the game. If you don't know how to do this, refer to the build instructions for Windows or Linux. I recommend ensuring that you are able to build the official version of the game from source before trying to compile mine.


  8. 16 hours ago, djwessie said:

    Still did not find the Ride mass option. Where is it located?

    Oops, I forgot to say, you type that command into the console. I should have said that but apparently I didn't proofread my post.

    12 hours ago, djwessie said:

    And I only need to change the friction on these two car designs.

    The console command works on a per-ride basis - the first argument is the number of the ride to modify (you can use the command "rides list" to see a list of rides and their numbers) . The mass is actually stored as a property of each ride vehicle, so the ride must have vehicles on the track for this command to work. It's technically possible to have multiple trains with different masses on the same ride, though the console command provides no way to do this.


  9. If you can't recreate any real designs, then the friction probably is too high. I don't know what process  @Spacek used to decide what the value should be, so maybe he will respond to this thread. You can still override the defaults using cheats, however.

    4 hours ago, djwessie said:

    How do I do that?

    You alter the vehicle mass (the game doesn't actually have "friction" as a parameter). More mass means the train loses less momentum due to friction, less mass makes the train slow faster.

    rides set mass <ride_index> <mass>

     

    The mass value ranges from 0 to 65535.

     

    4 hours ago, djwessie said:

     to the Original RCT standards

    Again, I don't know what you mean by this - there is no equivalent of these trains in the original game. But you can set the friction (or more accurately the mass) to whatever you want.


  10. 1 hour ago, OxTHEOx0 said:

    Hey I was wondering if you had some kind of guide made for this, i'd love to add this track to my server but i'm no expert at all and its looking very complicated. Just a quick guide and if I have questions i'd report back.

    Thanks if you can help :)

     

    You can obtain my fork of the game from here. Checkout the branch "rmc_track_2", then compile and run the game (if you are currently using a binary release, first make sure you can compile and run the official version from source). In order to use the track you will need to enable "Arbitrary ride types" from the cheats menu as there currently isn't any ride type that uses it. Build an RMC coaster and then using the cheat, change the track type to "Hybrid Coaster". You will have to create the supports using scenery as they're currently not implemented.

    Note that this branch was last updated in July, so it's a bit behind the latest develop. In particular, this means the network version has likely changed. Also, it goes without saying that those running the official builds will not see the track; it is only present in the version linked above. 

     

    • Like 1

  11. 12 hours ago, djwessie said:

    They lose speed to fast which they mostly did not make the end of the run compared to the original RCT-2 trains.

    There is no original RCT2 version of these trains. 

    12 hours ago, djwessie said:

    So they are only useful for short coasters I am affraid.

    These rides (especially the water coaster) typically have short layouts. Mack water coasters usually have only have one or two hills between the lift and the splashdown, and the standard X-Car layout is just a lift, a roll, and a drop. You can override the default friction settings with cheats if you want.


  12. 16 hours ago, Bangaled said:

    ok ,so that path outside of the hybrid, for me is nothing at all so that is custom scenery, that needs to go.

    If you were missing any custom scenery that was not included in the file, you would not be able to open the park at all.

    That path looks like 1920PATH from the Time Twister expansion pack (someone correct me if I'm wrong, I don't use the expansion packs). If you don't have the expansions then objects from them will appear invisible. If you do have the expansions and it's still invisible, your game is probably not set up to find them.

    • Like 1

  13. 18 hours ago, imlegos said:

    and personal recollection of the Junior Coaster's actual name.

    I'm pretty sure it's a Zierer Tivoli rather than a Force. Note the leaf on the front of the train- which is also present on the games sprites (if you look closely). Also see the diagonal cross braces on the track, which are not present on the Force models. The Tivoli is no longer in production, but they would have been more common at the time of the game's release.


  14. 4 hours ago, DigitalMan said:

    would it be possible to import the original looping coaster cars and corkscrew coaster cars from RCT1 into the ORCT2? 

    Yes. You just need to create an object file using the original sprites (with the new object format, I think it's possible to load the RCT1 sprites directly if your OpenRCT2 install is linked to RCT1 - otherwise, you need to copy them from csg1.dat).

     

    However, RCT1 rides had fewer sprites than RCT2 uses. Each RCT1 sprite will have to be used twice in the RCT2 object file, and this does cause some graphical issues.


  15. 16 hours ago, imlegos said:

    the source I found claimed that Reverchon is known for taking other's designs with their gliding coaster being taken from the Arrow prototype

    I've never heard that; are you thinking of Golden Horse? They have a near identical model.

    Arrow's design looked somewhat similar, but note that the train is two rows of three people instead of one row of four, and the concept art shows a layout that's not at all like a typical wild mouse. Also, this ride was never built, and all the other rides in the game are rides which actually existed.

    Also, I forgot to mention that the Spinning Wild Mouse is another Reverchon design, not Mack as you had it. Mack do make spinning coasters, but their design is quite different.


  16. This is a good idea, but you've only changed a few of the ride names, and some of the manufacturers given aren't correct. Here are the ones that were missed:

     

    • The "Corkscrew Coaster" is the Arrow Looping Coaster.
    • The "Multi Dimension Coaster" is the Arrow 4th dimension coaster.
    • The "Inverted Hairpin Coaster" is a Reverchon Gliding Coaster. It isn't an Arrow (I once thought it was - Arrow produced a ride concept that looked superficially similar).
    • The "Suspended Swinging Coaster" is the Arrow/Vekoma Suspended Coaster.
    • The "Hyper-Twister Coaster" is the B&M/Giovanola Mega coaster.
    • The "Twister Coaster" is the B&M Sitting/Stand-Up/Floorless coaster.
    • The "Vertical Drop Coaster" is the B&M Dive Coaster (AKA Dive Machine).
    • The "Inverted Impulse Coaster" is the Intamin Impulse coaster.
    • The "Mine Ride" is a Mack Powered Coaster.
    • The "Mini Coaster" is a Schwarzkopf Wildcat. It isn't a Mack.
    • The "Air Powered Vertical Coaster" is the S&S Thrust Air 2000.
    • The "Spiral Coaster" is the Schwarzkopf Speedracer (or the Schwarzkopf Jet Star - they have the exact same train and track system but the latter is transportable).
    • The "Compact Inverted Coaster" is the Vekoma Suspended Looping Coaster.
    • The "Lay-down Coaster" is the Vekoma Flying Dutchman.

    Some of the track types are used with several different train types, sometimes from different manufacturers. Unfortunately, since you're renaming the ride types and not the trains there's no way to show the correct name for all available train types (you could go through the JSON objects and rename those as well, but the "ride type" field would still show the wrong thing).

    • Like 1
    • Informative 1

  17. On 10/08/2018 at 18:45, DDDucker said:

    could you post the map download? it looks epic especially with the custom track!

     

    Here is the save file. You will need this fork if you want the RMC track (The save will open in develop but the track will be invisible).

    46 minutes ago, Broxzier said:

    I think the track requires a custom build g1.dat file or custom build of OpenRCT2 for the sprites.

    All the sprites I made go in g2.dat - g1.dat is only used for vanilla sprites.


  18. 3 minutes ago, Harlot said:

    I tried making a object folder in my documents/openrct2 and that didn't work.

    That's what you should do. Was the folder you created called "object" (not "objects")? Does the game display any errors on startup? Have you checked to that the object selection window hasn't been set to display only vanilla objects?

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