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DaKoasterNerd

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Posts posted by DaKoasterNerd

  1. OpenRCT2 version: v0.2.0-233 (0b03464 on develop)

    For some reason my MultiDimensional Rollercoaster refuses to show ratings at all.

    I don't have any "infinite loop" rides at all, all other rides have no problem with their ratings.

    No rides are corrupt, save file is not corrupt.

    I don't know what the problem is and I'm pretty sure it's a bug of some kind.

    Any help/feedback would be welcomed. ^_^

    1212009120_HearfieldsLandofAmusement2018-07-2711-33-20.thumb.png.8a7f47c3e7286afcb2e1f1a9046ff59a.png

  2. 30 minutes ago, BlazingEmpireHD said:

    Why I chose wooden coasters is because to get a long one with many drops is actually very hard. 

    If they had added a long drop, it would be much easier, and lesser on the intensity factors.

    Yes, I agree with you. There should be a long drop and as you said, that would be less intense.

    Talking about Woodie's, I wonder if it is possible to implement an RMC coaster type into OpenRCT?

    That seriously would be the bomb!

    Imagine an RMC in RCT2!

    I imagine though, it would require a lot of work and could only be done when OIpenRCT no longer uses RCT2.

    Maybe a future development perhaps?

    We will have to wait and see.

  3. 2 minutes ago, imlegos said:

    I don't play RCT3 nearly as much as 2. And I've also never used any trainers.

    Yes I play RCT2 more than 3 (I personally think that 2 is better) but I want to try and change that perspective by using 'hacks' to make the game better (like in OpenRCT).

  4.  

    1 minute ago, imlegos said:

    Several trainer things were turned into special names in RCT3, (Unlimited height and Chainlift/brake speeds).

    I don't know about any 'Zero-Clearence' However, most CS is made without collision.

    I also set all the helpful cheat names up as a peep group in the Peep Editor.

    Here's a list of cheats... http://rctgo.com/games/rct3-cheats

    Yes that will help in most cases but I would also like to merge tracks and have any element as a lift (enables vertical lifts). 

    Just now, imlegos said:

    Change the option from picture to slideshow, then designate a folder with images.

    Oh thanks! I'll do that when I get a chance.

  5. 1 minute ago, imlegos said:

    Also, maybe make it a slide show using screenshots of the parks that line up with the intro scene's videos instead of just a screenshot of the intro?

    (Also, add more images and change it to a slide show :D)

    Ah... okay.

    I don't know how to do that though but I'm sure I could find out!

  6. Just now, imlegos said:

    I have a library containing all in-game sounds, I'm guessing you also used Trigger's Tools?

    Yup. I have them all - they are incredibly useful.

    Also (side question), do you know any modding tools similar to Trigger's for RCT3?

    Any hacks, trainer, programs or anything?

    I'm hoping to get it again (I've played it before) but I want to be able to play it and still have all (if not, most) of the options available in OpenRCT.

    Any help?

  7. 3 minutes ago, X7123M3-256 said:

    TOGO pipeline coasters don't turn. They're also pipeline coasters - they wouldn't be able to run on traditional coaster track, hence the unusual tubular track design. All but one is a stock layout, though there is one with a dive loop in place of one of the reversing sections. They're limited in game because they're limited in real life, but they're even more limited in game than they are IRL. The real ones have a vertical elevator lift to start the ride - since this can't be done in game and you don't even have a vertical slope with which to fake it, you'd have to use a track merge just to make a realistic layout.

     

    Yes I know about the real TOGO ones but I wanted to do more of an Arrow Pipeline coaster.

    I think the pipeline coaster looks better with turns. I believe that TOGO did infact get around the turning problem by simply banked the track at 90 degrees. I can't seem to find a picture anywhere but they went out of business before it could actually be built.

  8. 23 minutes ago, X7123M3-256 said:

    Few of the default rides are hard to build with when they're used to represent the rides they're intended to represent (rather than as a stand in for a ride not in the game), but one that stands out is the Air Powered Vertical coaster. It's missing basically all the track pieces, so the only layouts you can build are different sized versions of the track that comes with the game. It's true that Thrust Air coasters weren't much more than that, but the lack of even gentle slopes makes it hard to make it look good. I expect the one in the game is based on the prototype, where there were no gradients apart from the top hat and the curves were flat on the ground.

    Another obvious one is the heartline twister coaster - no elevator lift means you can't build a realistic layout at all. Even with hacks it's difficult to make work well.

    That is completely true. I find that the Air Powered RC trains were originally designed to go upside down. I have used an Air-Powered train on Twister Track - made the loop with no graphic issues at all.

    Also I actually like building 4D coasters. It is challenging yes, but if done right it looks pretty cool!

    The Heartline Twister coaster is a bit difficult to work with (limited elements available). For the park I am building at the moment, I have merged it with LIM coaster track so it can turn and do immelmann type elements (for example). 

    I don't know why but Heartline coasters look the coolest for me and I end up building one when I'm building a park almost all of the time.

  9. I currently have a 500+ft Elevator that takes 43 seconds to reach the top. This is causing problems as the lines are always full. I have added another to minimise the effect but it only helps a little bit. 

    Would it be possible to have an adjustable Elevator speed?

    This would help a lot (especially with huge elevators like I have).

    • Like 1
  10. Well, may as well show you the rest of the park.

    [This will be VERY LONG]

    MUTINY BAY

    SCR12.png

     

    SPIRIT OF SPEED

    SCR14.png

    SCR13.png

    Caesar Lord of Speed - Inspired by Rita's (Alton Towers) track layout and extended.

    SCR15.png

    Check out the PetaTower supports (Ride is over 500ft)

    SCR16.png

     

    PHOBIC VALLEY

    SCR17.png

    SCR18.png

    SCR19.png

     

    SATAN'S KINGDOM

    SCR25.png]

    SCR26.png

    SCR27.png

    SCR28.png

    SCR29.png

    SCR30.png

     

    PYRO MANIA

    SCR31.png

    SCR32.png

    SCR33.png

    SCR34.png

    SCR35.png

    SCR36.png

    SCR37.png

     

    CROSS VALLEY

    SCR38.png

    Steel Venom was supposed to be a PolerCoaster but turned into this...  Still good IMO!

    SCR43.png

    EuroFighter (Enranged)

     

    HEART OF CHINA

    SCR44.png

    This is QI, a massive B&M Floorless Coaster

    SCR45.png

     

    NO AREA NAME GIVEN YET

    SCR47.png

    This is Rush! A modified Premier Rides SkyRocket II

     

    3000AD

    SCR48.pngSCR49.pngSCR50.pngSCR51.pngSCR52.png

     

    That's all for now, I will update in the future. Any comments/feedback/criticism would be appreciated.

     

     

    SCR20.png

    SCR21.png

    SCR22.png

    SCR23.png

    SCR39.png

    SCR40.png

    SCR41.png

    SCR42.png

    SCR46.png

    • Like 1
  11. I am running v0.0.5-develop build 09863a4

     

    The error is that I cannot change the wooden coaster train to another train (I can only use the default 4-car wooden train and I can't change it to an Articulated).

    Also there is a Graphic bug with the wooden rollercoaster too (see below).

    SCR53.png

  12. I am running v0.0.5-develop build 09863a4

     

    The error is that I cannot change the wooden coaster train to another train (I can only use the default 4-car wooden train and I can't change it to an Articulated).

    Also there is a Graphic bug with the wooden rollercoaster too (see below).

    SCR53.png

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