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OpenRCT2

lot61

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  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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
  7. Here are the frames right before and at the time of collision.
  8. A train on a track that goes through a loop and a train in the loop can collide if one train head touches the other's tail. With enough velocity difference, they can crash. This also happens in vanilla RCT2. Attached is a park with two coasters, "Collision" and "Collision2". They each only collide when built in their particular orientations in the park. Trains 1 and 2 of "Collision" will collide and fail to complete the circuit. Trains 2 and 3 of "Collision2" will collide and also fail to complete the circuit. Sandbox collide.sv6
  9. I tried on wooden, looping, and vertical drop coasters. They all have the same behavior, so it seems like a general problem.
  10. If a scenery item is selected and deselected, it will still be saved with the ride. Moreover, if a scenery item is selected and deselected multiple times, it will be saved with the ride that many times. With clearance check off, the ride will build with the item multiple times. With clearance check on, multiply selected paths cause the ride preview to be blank with the message that scenery is unavailable, and multiply selected small and large scenery cause the cost displayed in the ride preview, in the ride building window, and upon building to be inconsistent with each other.
  11. Some information kiosk orientations next to some path locations relative to the stall cause the notification. Specifically, if any one or two ways shown in the pictures are the only ways that the stall is oriented and next to paths, then there will be notifications. Or i.e. if there is a kiosk orientation/path location combination not in the pictures, there will be no notification. This is relative to the initial orientation of scenario editor.
  12. The clearance check above paths that slope down toward the bottom left in relation to the default rotation is one unit less than it should be. In the picture, the paths on the left demonstrate that. The other directions have the same clearance check as the paths on the right. This inconsistency isn't present in RCT2. Interestingly, the clearance check seems to work correctly when the sloped paths are built as part of ride scenery. When those paths are rebuilt, the clearance check for those paths becomes bad again.
  13. If the host drops a person, there is a chance of network desync. This may be related to the desync that can happen upon hiring staff, as they must be dropped. Popping balloons also causes desync. I use Windows 7 and am running UI server and client on the same machine.
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