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giraty

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Posts posted by giraty

  1. People I found a solution that is not perfect but enough to give the ride more vehicles:  The count of how many vehicles available is calculated by the track length from station until the first time a merged section is used. Which means in my case to give more boats, I need to redesign the ride in a way that the steep lift hill comes later in the ride rather than early.

  2. That's one great idea, just I wonder can it be applied to a 14 years old and counting game.

    RCT3 uses time technique but the date keep advancing without taking account for the time.

    But if one day takes 10 minutes, how will " how many trains should be driving " at different times can be applied for long enough effect?

    • Like 1
  3. While it looks good now, is it possible to unlock several more limits? Say Flying RC and Spiral RC doesn't have visible adjustable parameter to change the lift speed, respectively locked at 4 and 7 mph.

    I also suggest to speed up the water rides lift hill speed, IMO 2 mph is too slow and this causes more issue on Splash Boats since when full the speed goes under 1 mph.

    Thanks

  4. I have a lot lot lot of object files under "small scenery" advanced tab. Since long I can no longer scroll down to choose one by one anymore. I'm suggesting to make scenery tab can go to pages like guests list when it goes over 3000 multiplier it goes to another page.

  5. 1 hour ago, jensj12 said:

    When block sectioned mode is toggled the behaviour only changes for stations and top-of-chainlifts. Block brakes always check if there's a train in front of them. This can give some unexpected situations indeed: SCR117.png

    I think the best solution would be to disable the normal continuous circuit mode if there are block brakes on the track.

    But I don't have that issue in the vanilla RCT2, I've been doing it for like 3 years.

  6. 6 hours ago, YoloSweggLord said:

    I'd like to point out here that the "disable brakes failure" is more of a utility than a cheat, as it helps prevent coasters from crashing. Also, if you look at the screenshot posted, @giraty is playing on sandbox mode. People shouldn't be afriad of cheating in the sense you're putting it in when they're in sandbox, as they're not helping the player complete an objective or complete a scenario.

    I have my own park where I use a lot of this block brakes in non-block mode. Now most coasters that have that crashed with the bug, which is rather sad, and using cheat on real scenario is not fun at all. I only use cheat for doing rofl thing (yesterday I got 89 intensity rating and guests rides it).

     

    So what I believe now, the developers may have put the code of "continuous circuit with block sectioned mode" into "continous circuit mode".

  7. I recently notice something strange within OpenRCT2. I sometimes use block brakes on a continous circuit non-block brakes mode to "defy" the brakes failure. On the vanilla RCT2, the block brakes will simply brakes the train as normal with target 4 mph. But on my OpenRCT2 v0.0.4 I notice on continous non-block brakes mode, the block brakes will stop a train when there's a train located after the block brakes.

    As you see in the picture, the next trains are held up by the block brakes even on the continous circuit which should only happened when continous with block sectioned is selected.

    Regards.

    SCR3.png

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