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ExCrafty

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Posts posted by ExCrafty

  1. I've found that yes, if the "sync" is checked a lone train doesn't leave the station. And as far as I remember it's always been that way. (I may be wrong, it wouldn't be the first time). With your scenario, I always uncheck it, then as soon as the first train starts to leave, I check it again and things go as they should.

    If I have say 8 trains and 2 stations, I leave sync off for 4 trains, then as the 4th is leaving I check it again, and they sync up as they should.

    • Like 2
  2. No, this forum isn't as active as it used to be. No doubt many have moved to places like Discord. I personaly don't use those types of platforms, so here is where I visit. :)

    I don't post much myself these days, as most of the people here are more into creating parks and aesthetics, where I'm more interested in the roller coasters themselves. 

    It's taken me MANY years to get the hang of things that work and things that don't. Pure trial and error, and using the graphing feature to see where designs go into the red with excessive Gs. Obviously some coasters are fine with a degree of red Gs, unless it's lateral, then that appears to be the major thing that I find ruins the excitement rating of a ride.

    Welcome to potential frustration.  :)

    And welcome from Australia.

    • Like 1
  3. Look near where the "Show off your parks" topic is. Years ago now, I did a topic "Show off your rides" sort of thing. It got a few posts, but most are more interested in whole parks than just the rides and Roller Coasters.  :)

  4. 3 hours ago, Burtdaffi said:

    Hi there, new to the forum, just wanted to know how to install these so I'm able to use them?

    Click the link for the park under the picture and a window for your file manager will open.

    Navigate to where your .park files are in your OprnRCT2 folder.

    Click save.

    Done, you now have that park with the elements in it.

    ** Certain track pieces cannot be saved if you try to save a ride that includes them **

    Zero-G rolls for one, there are several others.

    • Useful 1
  5. I've found that I can't get a bad rating on a Splash Boats track, especially if it's going down from max land height.  :)

    As for how scenery effects ride stats. Almost all of my parks have little to no "scenery" other than the ride itself. Unless it comes with a prebuilt.

    For me, the game is called ROLLERCOASTER tycoon, with designing and building coasters the thing. Obviously, others have a different perspective, and that's great. :)

    If you want to see stuff that may help you, I find that Marcel Vos videos are VERY helpful. Particularily with how different track pieces change stats and optimization.

    • Winner 1
  6. Covered / uncovered rides. If it rains and a ride doesn't have cover along the queue line, guests won't queue. They'll do the "I'm not going on "X" while it's raining". But, if they're already in the queue, they won't leave it. Well, that's what I've found anyway.

    In my opinion, the fluff text in the manuals doesn't really have any bearing on the game, it's more-or-less stateing real world stuff.

    The "AI" for the peeps isn't and never was that "smart". The devs have certainly improved it with OpenRCT2, but it certainly isn't even close to real world.

    Personaly, I wish both guests and workers would use transport rides as ..... transport around the parks, that would possibly make larger maps less annoying.

    Guests gravitate to the newest and highest excitement rating rides, it seems to ignore intensity and naesia to a point. I've had splash boats rides with around 13 excitement, and taking 20-ish minutes to complete, but guests will still queue blindly, and complain that they want to get off the ride, then do thier little jump for joy at the exit.  :)

    • Awesome 1
  7. You are apparently familiar with coding, you could always offer your assistance, since this is effectivelt a "labour of love" by those who are bringing this game into more modern time. Since they do tihs in what passes for "spare time". I myself haven't got much of a clue what you just said. This was always an issue way back in RCT, just that back then I for one didn't know any better, so thought it was my park design.

    This is by no means a critisism of any of your posts, that mention the game mechanics and coding.

    • Like 1
  8. "Guests are getting lost or stuck" is a VERY common occurance on larger than 100x100 maps I've found. The peeps AI isn't able to take into account the size of maps now. I assume it's on the (no doubt) long list of "things to do" for the devs. This gets mentioned in several threads. It's annoying, but unfortunately that's it for the time being.

    I find that it's roughly four minutes before a guest will start complaining, but I may be wrong. It doesn't seem to matter the pathing layout either. And you no doubt know that guests don't use transport rides as "transport" rides, they just get used as another ride that's often free.

    My most recent park is 150x150 with a path around the perimeter and two paths bisecting it in the centre, basically dividing it into quarters, and I still get the dreaded alert. Mine are always about the coasters, not asthetics, this one is possibly the most asthetic I've done.  :) So ignore the "look" of the park.  :)

    The Barrens.park

  9. Yes, it would be great if the "AI" for peeps could use transport rides as .... transport rides. But they don't see them as anything but a free ride somewhere. I suspect the scripting for peeps would need to be significantly more complex. Not being a coder or even vaguely familiar with doing it, I don't know.

    We just have to wait and see.  :)

    • Like 1
  10. As much as I love the idea of HUGE maps, the way things are currently, you're forever seeing the "Guests are getting lost or stuck" alert. Because it will take them more than roughly 4-ish minutes to get where they want to go. Even with a straight path from one side of the map to the other.

    Which is a pity. But, for the time being that's how things are.

  11. 23 hours ago, BEplayer said:

    Yes, of course but I meant with that that you actually can see the chainlift. Also for scenario play where you don't use cheats.

    No need to be rude, it was a simple question. And how is the availability of chainlift on any track piece different to your suggestion of having it for a specific coaster type, scenario play or not ? It's a feature that was added, it's there whether you have cheats on or not, doesn't mean you have to use it.

    As for visual aesthetics, a lot of things don't show as they'd probably over tax the game engine (I'm not a Dev or anything close to a software person). The game was released nearly 25 years ago, and these guys are doing an amazing job out of their own passion for the game.

    As far as I know, you could make some of the cosmetic stuff you'd like, but I have no idea how or what software you'd need to do it.

    • Useful 1
  12. Firstly, @Gymnasiast, great to see you back in here, hope things are going well.

    I personally, would like to see the tool bar icons more customisable in their positioning, but it's not a "must have" by any stretch.

    Many games these days have gone with customisable tool/action bars, but they all have paid staff doing the work. So, if it happens, it happens <shrug>.

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