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Posts posted by ExCrafty
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So, a raised path back from the ride to the park should work, I suspect.
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What sort of numbers would you think should be happening then please ?
Currently on in-progress and full parks (due to the current limit) I'm averaging 60fps uncapped.
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Just asking, is this something that the new save format may address, or is it a fact of life because of the age of the games engine itself ?
Sometimes it can take a few minutes for the stats to show, as if the game is doing so many things at once that it struggles.
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Gday,
Just wondering if it's possible to place an entrance gate underground ? If so, the usual method doesn't seem to work.
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Yep, I get the same message, and I don't use custom scenery. It's frustrating, but I'd suspect it might go back to the original games (I don't know for sure though).
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Since it's "Roller Coaster" Tycoon ........ What do you put in your parks ???? Why, roller coasters of course.
One of my better ones.
I've also done a couple of variants with the station/s at ground level.
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Ok, been giving this several different approaches. My conclusion based on trial and error, and experimentation is that if the path from map edge to park entrance is below ground then you can't have construction rights for above or below that path, as this will cause guests to turn around and go back the way they came because the path is "blocked" to them. If the path is at ground level, there's no problem.
If this is a bug, could it be added to what is probably a long list (not a criticism). If it's just part of the core game, then so be it.
Annoying, but not something I'm really concerned with. There are ways to do a work around.
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Thanks @jensj12 & @X7123M3-256 for your help and patience with me.
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32 minutes ago, jensj12 said:
I assumed you wanted us to look at that link. I have, but a lot of it didn't make any sense to me. I'll assume that it means the issue is now known, and can be investigated for a solution. Much of the language you guys use is a foreign language to me. I hope you can dumb it down for people like me.
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2 hours ago, Fred-104 said:
I have also had the game crash as a result of this. In fact, there are even empty windows.
This issue stems from the OpenRCT2 launcher not updating the game properly. If you manually build the c72f547 commit/build, you won't get the glitchy texts/graphics and crashes.Nice suggestion, thanks anyway, I appreciate the attempt. It didn't make any difference at all for me.
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1 hour ago, X7123M3-256 said:
No it isn't, you can open a TD6 with vanilla RCT2. It only needs to be an SV6 file if the ride is hacked or uses terrain in a way that would make it impossible to place down.
I agree, if you're only interested in a vanilla ride, then there's no need for the entire park.
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13 hours ago, jensj12 said:
If you upload a track design, please tell which coaster type it is (twister in this case). The biggest problem with this coaster is the high-speed corkscrew which pulls over 3.5 lateral G's (you can see this value in red on the statistics screen). That's like moving through an unbanked sharp turn at high speed. Keep the lateral G-forces below 2.8 at all times. If you change that, you lose the intensity penalty and therefore also the excitement penalty (which will go back up to 8).
Thanks @jensj12, that's pretty much what I suspected. Even with my glasses, I have trouble seeing when the graph goes into the red, especially if it's a short spike.
I had a look to see if I could change colours of that so as to get a better contrast, but not really sure where to look.
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I just tried you problem out on a park I have. Guests didn't drop through like yours, but they froze for a split second the moment they entered and started on the slope. I'd never noticed if my thing is normal or whether it's similar to your issue.
I have the latest Dev version (it updated as I launched the launcher. 0.3.0-201 ( couldn't get the rest as memory not that good.
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Gday,
I've made this duelling coaster and in this case, I can't for the life of me see where it is that makes it so crappy. I've usually gotten reasonably good at fixing my designs, but this one eludes me.
Any advice or suggestions would be appreciated. There's no hacks or add-ons either.
Thanks in advance.
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1. It appears that the graph for a ride only shows the first 5 minutes of travel, is this correct, or should it show the entire length of the ride. I often have ride tracks that are 4km, 5km, or longer.
2. Why does the game get concerned when a vehicle on a test run "hasn't returned to the station" when that's because of the distance it has to travel ?
3. Any tips for the annoying "most confusing layout" or "guests are getting lost or stuck". When there is clearly (to me) no reason, straight line pathing, etc. I know the AI doesn't really "read" signs and maps.
Thanks in advance.
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That's pretty much what I suspected.
You have often used "PR". I have no idea what that means. And I look at the tracker occasionally, but most of it doesn't make any sense to me, I'm not a coder or that good with command line stuff anymore.
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19 minutes ago, X7123M3-256 said:
Yes. As of now the limit still appears to be 255 on the new save format branch, but it looks like plans are to increase that to 65535. You can follow progress on the new save format here.
Thanks, that's what I thought.
65535 ... Hmm .... that's reminds me of the number of ports on a USART, from back when I did my electronics course nearly 30 years ago.
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NOT A COMPLAINT !!!!!!!!
I just got blocked from adding to a park, because I have the maximum rides/shops. I did a count and I total 255 all up. 74 rides, 130 shops, 51 other buildings (kiosk, toilets, first aid).
Is this something that the proposed new save file type may address ?
Just wanted to make it clear I'm not complaining.
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43 minutes ago, Mickyd said:
Really? You get SO much more money when people pay for rides and not entrance. Entrance fee is once... they can spend hundreds and hundreds each on rides. This makes no sense.
You mean it doesn't make sense ... to you.
Not everyone is the same.
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8 hours ago, jensj12 said:
The station is 27 tiles long, much longer than the game would normally allow. How did you build that?
The game now thinks there are two stations, station 1 has the entrance and station 2 the exit. Somehow the trains only stop at station 1, which does not have an exit, and guests will therefore never leave the ride. I think this is because station 2 does not have an end-of-station piece. Anyways, you’ll need to rebuild the station to fix this.
I frequently have stations 32 tiles long, as far as I know, I've done nothing special. 32 is the max length though. I haven't had his issue, or any issues with long stations.
I'm only adding a comment because it appears that you think we shouldn't be able to have stations that long. 32 tiles was fine even before I started with OpenRCT2 <shrug>.
Graphing a ride beyond 5 minutes.
in Guides, Tips and Tricks
Posted
Gday,
I have many tracks I've made that have a ride time of more than 5 minutes, but beyond 5 you can't really analyse the track to fix any stats and rating issues. Does anybody know of a way to get the graph longer than 5 minutes please ?
Also, is there a way to make the graph itself more visible, that is, better colour contrasts or something ?
Thanks in advance.