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lot61

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Posts posted by lot61

  1. I'm trying to use the following API to move a newly hired staff member, but I'm getting a message, "Can't place person here" in the game interface.

    executeAction(action: "peeppickup", args: PeepPickupArgs, callback?: (result: GameActionResult) => void): void;

    For the PeepPickupArgs, I can't find a correct set of values to make it work. I'm even trying to place the staff member where an existing staff member is. An example value using the coordinate of an existing staff member in Forest Frontiers:

    {
      type: 2, // 0: pickup, 1: cancel, 2: place
      id: 0,
      x: 1632,
      y: 832,
      z: 96,
      playerId: 0,
    }

    I've also tried dividing all coordinates by 32 just in case but that didn't work either. Can someone confirm if this API is working, and what is required to get the action to succeed?

  2. 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.

    fastest_coaster.thumb.png.e6d10cb5ae2b0223b4a54fa352615399.png

    fastest_stats.png.2a11456dfaa6f45095fca6c01ea165bc.png

     

    Even faster coaster.sv6

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  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. 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.

  5. 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

  6. 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.

  7. 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.

  8. 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?

  9. 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.

    Sandbox 2018-09-27 22-27-04.png

    Sandbox 2018-09-27 22-26-20.png

    Perpetual Motion.td6

  10. 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

  11. 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.

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  12. 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.

    Sandbox 2018-07-22 16-54-31.png

    Sandbox 2018-07-22 16-54-28.png

    Sandbox 2018-07-22 16-54-26.png

    Sandbox 2018-07-22 16-54-24.png

    Sandbox 2018-07-22 16-54-32.png

  13. 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.

    2018-07-22 15-20-56.png

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