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ExCrafty

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Everything posted by ExCrafty

  1. You do realise that I did say "not important". And I'm possibly the furthest from a coder that you could get. The last time I'd did anything remotely like programming was back in '91 on an 8-bit HP "suitcase" as part of my electronics course. Before that, it was back in '80 on an Exidy Sorcerer with it's basic interpreter cartridge. If I'm being misunderstood, then I apologise.
  2. That's fair enough too. It'd be great to have that working well, but it's not important really.
  3. Gday, I like the look of the night lighting as well. The game says to use with caution as it's experimental currently. If I enable night/day and lighting, things really bog down and have troubles refreshing. I haven't submitted a bug report as I'm sure it'll be already on the list of things to do. Which I suspect is a rather long list.
  4. Thought I'd stick my head in here and say gday. I've played RCT since it's initial release many, many moons ago. I thought Chris Sawyer and the team had done an awesome job. I wasn't as happy with the changes that came with RCT2, but I still enjoyed the game. I mainly like to play around with rides to see what pieces do, and how well I can make them. Things like the Multi-Dimensional Coaster still have me stumped, as do block brakes. Even though I've looked at many videos and articles <shrug>. OpenRCT2 has revitalised my enjoyment of the game, so I say a massive thanks to the people who've done this, mostly without any funding (I assume). I'll stop waffling now.
  5. Yea, I tried that too. People only go as far as the rights then turn around. I'd never really used construction rights much before, and I'm trying many different things these days.
  6. Gday, I understand what they are, and what they do, but when I try using them over a path to the park entrance it stops people being able to get to the entrance. I hope I'm making myself clear. Thanks in advance.
  7. That's true, but the ride can sit there for quite awhile usually, especially Go-Karts, until you get somebody to complete a circuit. Now, I've tried reducing the number of vehicles just to get a result, but it can still take a fair amount of time. Go-Karts are the only ones I have this issue with, and it's by no means a serious or important thing. I just thought I'd mention it amoungst like-minded people.
  8. Now that I understand how it works, I find that the Air Powered can come out pretty good.
  9. A pause button would be helpful, particularly when trying to sync multiple tracks for testing. Access to the cheat menu, currently if you want to use things like vehicle limits etc, you need to open a save game, click your cheats, close that game to main menu, then go back into the track designer. They'd be nice, but certainly not important.
  10. These aren't "favourites" just a couple of duelers I have in my latest park.
  11. I just noticed that with the latest update (for me at least) what used to be the Steel Twister coaster, is now just the Twister. Is this merely a cosmetic thing to bring all versions in line ? It's no drama for me, just purely curious.
  12. Gday, This is certainly NOT a beef with OpenRCT2. Back when RCT1 was originally released, I thought it was awesome, I always loved playing around with it and designing rides. Most of the scenarios were not to hard for me, except for Pokey Park, I found that one very frustrating. But I got there and got to Mega Park, and all was right with the world. Then along came RCT2, which I thought was going to be awesome as well. But for me it was a bit disappointing and annoying. So much of the time you couldn't charge park admission and had to rely on rides etc for income, for me this was hard, I'd always preferred to have free rides and just charge admission. The other thing were the coasters ..... coasters that had had more than one option for vehicles, were now split into separate coasters entirely, such as the Junior and Classic, they used the same track pieces and I'd had pre-built rides for RCT1, that couldn't be used in RCT2 because of this. Those were really my only issues with 2, and yes, they're minor, but for me they were significant. I'll stop ranting now. I still love playing around with designing rides, especially with OpenRCT2.
  13. As Wuzzy said, for the most part, yes, but if the object IS coasters, then obviously no. <whispers> of course if you use the "win scenario" cheat, then they're all beatable without coasters.
  14. Since the last update (I'm using the launcher) 0.3.0, these 3 don't appear to work like they used to graphically. The rides function, but they used to work that if one guest was on, then that one "ring" would go, if 2 then 2, and so on. Now they only animate once all four have an occupant. I realise this isn't much of an issue, as the ride still functions, it's just appears to be a visual thing.
  15. Thanks X, at least with the hacks the 1920's cars "should" work better. I'd like to use them more, they look great, but they get stuck in corners too often I find.
  16. Sorry if this is a stupid question, but in this context, what's meant by "hacked" tracks ? I ask because I saw in the latest changelog that hacked gokart tracks can now use different radii curve pieces and S-bends.
  17. Yes, yes, yes, I know, this isn't a "roller coaster". In the ride designer on Android you can build more than just the coasters, when you do, your gokart tracks go through a "simulated" run and complete the stats. Obviously then you can export and import to your PC. The "track" designer in RCT doesn't allow for other than coasters, so in-game when you build a gokart track, you have to wait until you get a full amount of drivers before it will run. This can be frustrating if you have 31 (max) carts, as guests usually won't go on something until the stats are done. As far as I know, there's no "test" for gokarts. Any suggestions would be welcome.
  18. Great question. I have many pre-build attractions, and being able to place them with shift would be great. To the best of my knowledge you can't, especially considering the age of the basic games. Still, it'd be nice.
  19. Gday, Just wondering if how I usually do entrances and exits could be contributing to this ? The pic is an example of how I'd usually do it, purely for convenience in construction if I want to save a ride for future quick additions to a park.
  20. I like to create different landscapes in different sizes, I find that the max size (254x254) can cause the "I'm lost" situation very easily. It's a pity the AI can't have peeps use transport rides as the type says, and pity staff can't use them to get around. Minor issues really. I use larger landscapes as ride design areas mostly, since the ride designer I find a bit limiting for coasters.
  21. 1. Steel Twister - Virtually every type of track piece is in it. 2. Vertical Drop - I can usually get a good ride with single cars per train. 3. Splash Boats (I know, it's not a "coaster") I can easily get excitements of 10+ consistently. 4. Giga Coaster - Awesome heights. 5. Wooden - Very traditional.
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