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Krutonium

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Posts posted by Krutonium

  1. On 30/09/2018 at 15:54, lot61 said:

    If you're in a particularly busy section of the park, the game may slow down if your computer can't handle everything. Then it will seem to speed up when you go to a relatively empty part of the park.

    On a related note, I noticed that when my frame rates drop to 30, roller coaster motion looks a lot more natural to me. At the normal 40 fps, everything looks a little too sped up. Then I noticed that in-game seconds are faster than real seconds by a factor of about 5/4, looking at coaster data. This is true in vanilla, too. Any reason why that is?

     

    40 FPS is indeed the framerate of the original game. You would honestly need to ask Chris Sawyer why he chose the time scale and speed that he did.

  2. I have a theory about the faster diminishing of the crash penalty on No-Money Parks. Specifically, I think the reason that was done was because if your park rating stays too low on a no-money park for too long, the park closes and you lose the scenario. This was probably done to balance that out - so that a deadly crash doesn't necessarily spell disaster for your park - Just a period of time where you have to be careful to manage your rating so it doesn't cost you the scenario. In a park where you have money, that isn't a factor, so having the penalty last long results in a financial penalty - Less or No new customers means you're going to have a financial slump. The result of course being that in either type of scenario, a crash is serious, but not enough to necessarily shut down your park, unless it was being mis-managed to start with.

  3. If I may suggest - Regardless of how many frames per second that the game is rendering, the game itself is still only running 40 ticks per second, no more. My honest advice would be to not unlimit the FPS, since that simply increases your CPU/GPU load with no actual benefits. Ideally, for your configured setup, you want the game running at 40 FPS - One Frame per Tick, as the game originally ran. The only reason we have more FPS now, is because we are tweening the animations from one tick to the next. (Think Tween from Adobe Flash - we're filling in the gaps.)

    Minimizing the game also helps, since the game basically stops rendering, while not running in headless mode. 

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  4. On 8/30/2016 at 05:26, jensj12 said:

    Even if it does, there's a cheat for winning the scenario. :P AFAIK there's nothing that prevents you from winning if cheats or other tools are used. The RCT2 error trappers have been removed from the game. 

    If someone does manage to trigger an Error Trapper, that would be interesting to say the least ;)

  5. https://docs.google.com/forms/d/1KSxNZMQWA2A_h5nm1SXclZIWv0IVjSc-sBZTZ7c1sDo/viewform

    The survey was created by IntelOrca and the results will be posted to /r/openrct2 and /r/rct on 17th of July.
    It is going to allow us to better target OpenRCT2 at our audience - What kind of things can we do safely, without making the game unplayable for everyone, and so on. It will also help us make things priorities, that we may not have otherwise. In any case, thank you for doing the survey!

    • Like 1
  6. Hello, we are almost ready to release the next stable version of OpenRCT2: v0.0.4. But first we are releasing a "release candidate". If after a few days there are no major issues reported then this release candidate will become the next stable.

    If you would like to support the project, please download the release candidate, play it and report any bugs here or on GitHub.

    Thanks again to all contributors, testers and players of OpenRCT2.

    Download: https://openrct2.org/downloads/pre-release/2df5874

    GitHub: https://github.com/OpenRCT2/OpenRCT2

    • Like 3
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