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OpenRCT2

lot61

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  1. Originally there was a maximum of 2 guest spawn points. Recently in v0.2.1-1020 and v0.2.2-255, I noticed that I could place at least 8 guest spawn points. Then after I removed spawn points by shrinking the map, I was able to do this:
  2. lot61

    New fastest coaster

    A while back, @LordMarcel96 posted a video of the fastest coaster possible without cheats. I've now found a faster coaster. Since steep drops can gain more speed than vertical drops of the same height, I figured that there could be some speed gains to be made if that extra speed isn't negated by the slight extra time spent on the drop. This is also how I created a perpetual motion coaster. OpenRCT2 allows twister trains of up to 8 cars but RCT2 only allows up to 7 cars, so I assume that's why Marcel used 7-car trains. Using 7-car twister trains, I was able to achieve 389 km/h, a 5 km/h improvement over the previous. Since stand-up trains are faster than twister trains, I was able to achieve 400 km/h with 7-car stand-up trains. Then I tried floorless trains, which can go up to 8 cars in both OpenRCT2 and RCT2, and achieved 405 km/h. This is the fastest train among inverting twister trains subject to RCT2 restrictions and is in the attached park. If we use the vehicle limits of OpenRCT2 instead, the fastest inverting twister train is the 8-car stand-up. A lucky group of guests achieved 420 km/h. Even faster coaster.sv6
  3. If you just want to use other ride types in a park, you can enable debug tools in options under "advanced" to access object selection during play. If you open the scenarios in the scenario editor, the rides and guests will not be there. However, you can use the convert saved game to scenario tool to open a scenario. From there, change the object selection.
  4. All objects are available in advanced mode of object selection. Scenery groups have a real game mechanic in addition to providing organization; they can be placed in the invention list to be researched.
  5. lot61

    Ride simulator ideas

    Roller coaster graphs would be helpful during ride simulation. I would monitor them during "real" testing of incomplete tracks, especially to obtain perfect block timing by testing in continuous circuit mode. Sand bag testing would be great, too. I'm quite an unethical park manager in using guests as sand bags in crash-proof testing and would love to clear my conscience.
  6. It seems that the starting coaster, Flaming Fury, is causing the problem. Although its stats are already calculated, it seems that it can't finish recalculating them. I tried by updating the chain lift speed to clear stats.
  7. After saving, some 4 station rides will be blank in the ride previewer. When trying to build them, nothing happens except an empty ride construction window opening and, if money is involved, an immediate build and delete transaction. From my testing, it seems that a faulty saved ride can be made by creating a 4 station ride in a way such that station 1 of the saved ride would be longer than 2 segments, though I don't know if it's the only way. Original RCT2 seems to have the same problem but simply raises an access violation upon selecting the faulty saved ride. I've attached a save file with the same coaster in 4 rotations, with one station being 3 segments long and the others 2 segments long. The one named "4station fail" produces a faulty track file. I've also attached the faulty and non-faulty track files. 4station_testing.sv6 4station fail.td6 4station pass.td6
  8. Can you attach a saved game in which this behavior occurs? I think those stats usually require the beginning of a second run through the course to appear. If you set your ride to wait for a full load, then it may take a while for the second run to occur because few guests will line up before stats are out.
  9. In the original RCT2, guests will still queue for unsheltered rides in the rain if they are heading for them. In OpenRCT2, no guests will enter queues in the rain. Is this an intentional change?
  10. I think it shouldn't be difficult as long as the flat rides cover a wide enough intensity range. Some of the thrill rides are as intense as roller coasters.
  11. Maximum queue waiting time is a function of queue capacity and ride throughput. For tracked rides in general, if time is spent waiting for the next vehicle to arrive at the station for loading, then throughput can be increased by increasing ride capacity by increasing the number of vehicles or vehicle capacity or decreasing ride time. This will have no effect if vehicles are stacking up at the station while the ride is operating at max throughput. You can improve loading times by placing the ride entrance near the middle of the vehicle that is loading at the station so that guests don't have to walk far. I've made rides that were limited by how fast guests could get on the ride and get the trains going that supported 4000+ guests per hour and 100+ guest queues with less than 5 min waiting times. Also, long queues can cause themselves to get even longer because guests start checking their watches, causing them to stop in line and slow down the queue, sometimes to the extent that trains leave without a full load.
  12. Especially in queues because they are usually the only winding paths, handymen can turn back and forth when litter pops up nearby. Eventually they seem to snap out of it, but it often goes on long enough that the paths become absolutely disgusting. In a test that I did, the handyman heads back and forth along the marked path. This happens in vanilla, too.
  13. 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?
  14. A B&M hyper solves perpetual motion. I noticed that the train picks up more speed on a steep drop than on a vertical drop of the same height. So there's more gravity on the steep drop and hence more energy. I exploited this to make a coaster with no lift or boosters that has steep drops and vertical climbs. It gradually gains elevation from 18 units at the start to 26 units on the last hump, without any assistance! As a bonus, it works reasonably well in a park, supporting about 2500 guests/hour. Perpetual Motion.td6
  15. Here are the frames right before and at the time of collision.
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