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LordMarcel96

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Everything posted by LordMarcel96

  1. Do you perhaps have a t-shirt shop in your park that sells blue t-shirts? Whether you do or not I can tell you that X7 is right and that the color of the shirt of guests has nothing to do with anything as it's completely random.
  2. I didn't think my record was beatable, but you did it, nicely done! There is one issue though, and that is that in vanilla, the floorless and standup trains don't have access to the launched lift hill. This means that in vanilla the record would be 389 km/h, which is still faster than my old record.
  3. I have made a video about how to reduce the intensity rating on your coasters:
  4. I built a slot machine and here is a video of me explaining how it works.
  5. This is great. I really like it when RCT is used to create something else than a theme park.
  6. Here we have a path system. It's well designed, apart from the two black loops. I'm not entirely sure, but I believe that if a guest can walk 270 degrees or more in a loop without having any exits, it has to possibility of being a place where they get lost. The one on the top is a full 360-degree loop without any exits, and the bottom on is 270 degrees because it has one exit on it. This doesn't go up if the loop in question is on the outside of the path system. I am coming up with this theory on the spot here, but it's something I use in my parks and I rarely get lost people, and if people get lost it's usually in these kinds of situations. Dead ends leading to a ride or stall are the worst idea, as they hinder the flow of your park and guests will often have a lot of trouble finding them. Long dead ends from exit paths also aren't the best, so it's best to put a no entry sign to prevent that. Short exit paths don't really matter, so if you have a lot of those and don't feel like placing 100 no entry signs, that's probably going to be fine. Removing the loops in the food court will probably solve the problem, so that's a good idea. Having a pathway that only goes to shops and nothing else isn't the best idea, even if it's just a loop.
  7. I think there are two problems at play here. The first is that you have a bad path layout. You have a couple of dead ends and some loops that go nowhere, which both confuse the guests. This causes guests to not be able to find rides and get lost (I also got red messages about guests getting lost), which causes them to want to leave. The second reason is probably that you reached the guest limit for the number of rides you have. Once you reach the limit, the game will start generating guests at a much slower pace while guests will still leave at the same pace, causing a decrease in guests. When I ran your park for a couple of years, the guest count stagnated around 3225 guests, and eventually, it started picking up again. 200 guests complaining about overcrowding in a park of over 3200 guests isn't a problem. Overcrowding doesn't become a problem until about 1/4 or more of your guests complain about it.
  8. Thanks! Guests will ride this coaster and would pay up to €464 for it if the game allowed you to charge more than €20. That said, because it only runs one train, is insanely big, and takes about 20 RCT years to complete, it's an utterly useless ride in the game, even with the high stats.
  9. Unfortunately, mobius coasters don't do well for this reason. If you have 2 sections with both 5 inversions and 10 drops, the total will be 10 inversions and 20 drops and that will almost always be way too much. You can take advantage of it by doing something like this. The small sections between the stations have the same rating as the long section and guests will pay the same for it. You can make a lot of money if enough guests want to ride it.
  10. It doesn't do anything. It might affect other stats and indirectly affect the EIN ratings, but it doesn't directly change them.
  11. All that counts here is the excitement rating. No guest will ride this ride because of the nausea rating, but the excitement is still high. I'm just curious what the maximum possible is and I'm getting closer and closer to it.
  12. Go Karts get very low excitement ratings if you put it in race mode and have less than 4 cars, or put it in continuous circuit mode. Did you change the number of cars when you changed the ride? I have also found This in the code, which indicates an excitement penalty. I don't know what it means though.
  13. Added two underground sections and the element in the screenshot for another 0.32 excitement for a final result of 96.91. I realized my coaster didn't have any sloped turns, so I added a bunch of them with that element. After that, I wasn't at 9.99 intensity quite yet, so I added two extra underground sections and those added another 0.2 for some reason. Getting closer to 100, but I doubt I'll ever get there without a rise of the current limits.
  14. Oh, that "bug", which isn't actually a bug. If the waiting time is longer, there will still be cars in the station when the car arrives back at the station. The ride length is calculated when the cars stop, and if there are still cars in the station it will have traversed less track than if it can travel all the way to the front of the station in one go.
  15. Ha, nice timing. About the stats, what are the lateral G's of your coaster? Stats can be slightly inconsistent, so it's possible that you got 1.49 one time, which gives you a penalty, and 1.50 another time, which gives no penalty.
  16. Here is a full table of all the requirements for all coaster types.
  17. I built a coaster with the number 420 in 7 different stats. It took me a long time to get it exactly right, but I'm very happy with the result.
  18. That's very impressive. What is the excitement rating after adding scenery and other stuff?
  19. This song gives me goosebumps every time I listen to it. It's not for everyone, but if you like heavy metal and harsh vocals, you should give this one a go.
  20. There is always a reason for high intensity stats and low excitement stats. I'm guessing your lateral G's are too high. If you could post some screenshots of your coasters with bad stats I could point out where you are going wrong.
  21. Excitement records without using cheats. Also, I doubt that a coaster with stuff like 900 km/h launches would have more excitement, as most stats have a cap for the excitement you can get from them. So unless you can create a coaster that reaches like 1000 positive G's (one of the few stats without a cap) I doubt you can get over 96.
  22. On November 1st I broke my record by a small margin when someone discovered that you get different bonuses for different types of path. The brown footpath in the screenshots are the only additions to the coaster, which raise the excitement to my current record: 96.59. Click here for a full-sized giant screenshot which was way too big to upload here. I wonder how long this record will stand.
  23. Three days later, on September 10th, I suddenly had the realization that spirals do not count as drops, which meant that there was a way to get air-time without getting drops. This means that I didn't spend all those intensity points on the 63 drops, so I could add other things at the end to get even more excitement. This led to the creation of the coaster that holds my current record. I originally planned to get the maximum value of air-time, 1964 seconds, in 2 laps, but I ran out of landscape data so I had to do it with three laps. This remains the greatest coaster I have ever built, and until there's a new save format and the limits are raised, I don't think that the record will be broken by a large margin. I ended up with a coaster with 96.10 excitement, just a few points away from the 100 excitement.
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