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RollerCoasterTyphoon

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Everything posted by RollerCoasterTyphoon

  1. Hints, Tips & Tricks, part 1 !Mine Madness is only 1 Coaster: it is not constructed using assets from other, inert, attractions; all the track belongs to !Mine Madness There exist sections of invisible track: using "Arbitrary Ride Type Changes", Vertical Drop Coaster & Dinghy Slide track-pieces are used oli414's Advanced Track Plug-in enabled the Elevator-Lift: that Plug-in was very-straightforward to use, much simpler than I had feared The Park can be saved/reloaded without any issues; !Mine Madness itself, possessing invalid elements, can only be incompletely saved as .td6 While the method required is a trifle "arcane", Sadret's Scenery Manager Plug-in can be used to save both Scenery and the entirety of the coaster: !Mine Madness can be saved to be imported into other parks Continuous Circuit Mode & Block Sections The Continuous Circuit validity check proceeds forward from the Station, following the "dominant" track, seeking to return to the rear of the Station The Block Sections communicate backwards from Block to Block, signaling preceding Blocks that they can be opened, again following the dominant track and seeking the front of the Station: Blocks outside of this path will never open, normally, but Advanced Track Plug-in can maybe be used When this coaster is 1st opened, Tile Inspector must be used to change the dominant track in order to satisfy the Continuous Circuit check and that change needs to be immediately reverted in order for the coaster to function as desired: unless closed & reopened, this need not be done ever again For today, that's all, folks. Typhoon
  2. In this matter, as regards the original assets of the games, I imagine that the graphics actually will self-regulate the issue: trains that possess sprites for traversing zero-G elements will not be earning excitement from Air-time; perhaps that's why CS designed RCT/2 in this fashion. I'd like more information, though. Thanks again. T
  3. Absolutely! Thank you! Precise statements and relevant citation are always immensely helpful! T
  4. I did not say, "zero G roll": I said, "zero-G elements"; barrel/heartline roll, in-line twist, corkscrew; elements that "artificially" generate Air-time. Now, my bad: I definitely should have elucidated that better in the OP. Thanks for an excellent reply: particularly that "yes/no Excitement" is dependent upon the vehicle, not the Coaster-type; drat, this (potentially) is a lot more complicated than I first had deemed ... at this juncture, I can not make even an opinionated disposition ... Any additional information that anyone could provide is welcome. I want OpenRCT2 to remain "honest": no "cheaty/hacky" stuff (haha: beyond deliberately employing cheats/hacks); I love what the Devs have done, what folks like you and Spacek and others have done; most folks at New Element, et al.; I do want to preserve the "cleanliness/authenticity" of the OpenRCT2 project. Yes, drat (again): the distinction you've provided definitely muddies the waters surrounding my query. Thanks (again). T
  5. Um, because, they shouldn't: they can deploy "zero-G" elements. I am soliciting fact, not opinion. Marcel Vos helpfully compiled this table: coasters capable of zero-G elements, without exception, do *not* earn any Excitement from Air-Time, probably because that would be too easy to exploit. Answer, 'no', no worries; Answer, "yes", is this an issue? Again, I am soliciting fact, not opinion. Embedded Link, advance to 'Air-time':
  6. I don't recall linking RCT/2 as part of the OpenRCT2 "first-launch-configuration" process: you should be able to simply access OpenRCT2 "Options" (um, I guess ...) and make sure that RCT/2 Installation-file-paths are current and correct; once done, you might need to exit & re-launch OpenRCT2. Otherwise, yeah, wipe OpenRCT2 and re-install after you have the required RCT/2 file-paths properly in-place. Typhoon
  7. Yes, you are absolutely correct. However, at least on occasion, this can be very-dangerous as the speed-threshold for stopping a train is lower than it is for "proper" Block Brakes. This method, also, will still "Trim" a moving train, just not as severely as true Block Brakes. The video I've provided, above, for !Mini Madness exploits this principle several times. I've never suffered a crash, or even slow-collision, with !Mini Madness but I bet it's pretty darn close in a couple of places, and I merely got lucky. You'll see a "step" in the Lift Hill; cresting the hill before the MCBR is up->level Chain Lift; a few repeated occurrences of up->level Chain Lift; even fully-loaded trains will still stop as necessary (Whew!). Here are requested .td6s. Don't put more trains on !Mini Madness: you'll only glean pointless-and-annoying start-stop. NB: something changed with OpenRCT2 since I first created !Mini Madness; you need to have enabled both Classic Mini Coaster Rocket Cars and Mini Coaster Rocket Cars; I'm confident that our Devs have their reasons. Cheers! T !Mini Madness.td6 !eLIMinator.td6
  8. Sorry: color me, 'confused' ... I don't intend to be rude; I'm simply nonplussed. I'm going to link 2 more Google-Drive videos: !Mini Madness https://drive.google.com/file/d/1DuUTO-PzAdpHYF5k-fNbviaO0MCZXwKI/view?usp=sharing This is only a modest coaster running a ton of small trains, Block-Sectioned; IIRC, I forgot to record Ratings during the video; base Excitement is ~5.75ish (I think). !eLIMinator https://drive.google.com/file/d/1YmQeXdsGJrVZ2YYaRHDJ9X83zZZU4Mwu/view?usp=sharing Ratings at 01:20: LIM running in "Powered Launch Block-Sectioned Mode" (or whatever it's called). Trains enter the 1st MCBR at an absolute crawl (LIM Coasters have no Boosters or Chain Lift); I'm content with my timing ... I wanted *zero* Trim Brakes on this Coaster: Isaac Newton, apples, gravity provide "Mother Nature's" Braking. When I first test-drove this I deliberately initiated (um, "Safety Circuit Cut-out"?) a critical failure simply to ensure that I would not need to place Trim Brakes before the first of the Brake Runs behind the station; thankfully, it's good. BTW, I call that initial element a "Snake Charmer". One thing I might want to see: LIM-Coaster Block Brakes functioning, if the Block is open, as mild Boosters (LIM Coaster -> LIM Block Brakes, reverse the current ...) T
  9. This is not true, I'm afraid: Block Brakes serve to define Block Sections; Block Sections are a safety feature which ensures that any train can only enter any Block Section if that Block Section is not already occupied; if the Block Section *is* occupied the Block Brakes are supposed to completely stop any following train, then release it *only* once the Block Section ahead is entirely clear. The top of a Lift Hill (up->level Chain Lift, Giga Cable-Lift) will also operate in exactly the same fashion as Block Brakes and for the exact-same purpose. You can only run n-1 trains because, if you tried n trains, none of the trains would ever move. Load up the pre-built Junior Coaster Mango Muncher and watch it: you'll see train 2 arrest and wait at the top of the lift hill until train 1 completely clears the Block Brakes behind the station. Trains going too fast can completely "blow through" the Block: try to "get cute" with Block Sections and you can expect your coasters to crash. BTW, more trains =/= more throughput: if the station is constantly receiving/dispatching trains, throughput is already maximized. I do dislike that RCT Block Brakes will still "trim" a moving train even if the Block is open but, since it's often a good idea to have Trim Brakes before the Block Brakes, that's not a big deal to me. I'll build a MCBR at the top of a hill; you can also pull a train off of the Block Brakes with a Booster. I hope I've adequately explained everything. Typhoon
  10. If you've got a pre-victory Save Game, well, there you go; alternatively, Load a post-victory Save and use the OpenRCT2 "Win Scenario" Cheat. If you only want to unlock subsequent Scenarios, simply Fresh-Start the Pre-Requisite Scenario(s) and use that "Win Scenario" Cheat. Typhoon
  11. Try doing a complete wipe and new installation: pluck-out your Save Games Folder, Track Folder, Object Folder to a separate location; perform a thorough Uninstall and shred the entire (remaining) OpenRCT2 Folder; reinstall from scratch; restore those Folders that were set aside. I hope this resolves your issue. Typhoon
  12. For this, it seems to me that the best place for 'this' is right here. I've no intention of spamming 'my coasters' or 'my parks' but it occurs to me that some folks might appreciate a little insight into my OpenRCT2 'biography'. Linked is a Google Drive video depicting my first-ever 'stab' at designing a performance-oriented coaster: wow, January 2022; tempus fugit ... Not perfect but, um, she's fast ... https://drive.google.com/file/d/1OgnzrN3a0DjpKip6XJrj_v2i42wWX83Q/view?usp=sharing Yes, video is from only a few months ago, but I've been enjoying this coaster for almost a year ... Typhoon
  13. I'd been thinking about posting 'an advisory' some time ago: gee, I guess I should have done, sorry. My best understanding is that the (pre-)existing Track-Save format is not capable of accepting any new (read, 'more') elements (i.e. the associated table is already full). If I'd posted earlier, I'd have recommended Track-Designing your coaster with new elements, get it sorted, then swap-out the special elements for space-filler-only elements that still permit the coaster to function, maybe recolor those elements for easy-reversion, Save the now-savable design; you'll be able to place your coaster into any scenario, perform a quick swap-in of the new elements, and proceed. A different way to do this involves Sadret's Scenery Manager Plug-In (NB: you can't access Plug-Ins from the Track Designer ...). It's a trifle arcane but, if anyone is interested, I can explain. I must, 'speaking knowledgably', at least sort-of, sound like I'm part of the OpenRCT2 dev team: I'm not; I'm just an old geek who knows a fair amount of purely-esoteric stuff about how programing must work. Good Luck, Typhoon
  14. You can, at least sort-of, do this with minimal effort, using OpenRCT2 cheats/debugging: after disabling Clearance Checks, use the Tile Inspector to Copy&Paste initial Entrance/Exit to a new location that is *within* the footprint of the attraction; make the new one(s) "active" (via Tile Inspector); delete the old ones; "Make Entrance/Exit Invisible" (I think this is the "painting/palette" tab); carry on. Caveat: Entrance/Exit are the same style of object; the game will only recognize one Z-Axis-instance of same-object as dominant; you can't place both Entrance & Exit on the same Z-Axis of the same tile. I could create & upload a (very-short) Google Drive Video link to an example; I'm also willing to answer questions. Typhoon EDIT, poop, I forgot to mention: when placing the replacement Entrance/Exit, ensure (through Tile Inspector) that it is properly-aligned to the desired direction of connecting path; I'm not talking XYZ-dimensions, I'm talking Cardinal "map" directions. T
  15. I've thought about it: I apologize for refusing; some ingenuous enthusiast would take the park, try to modify the coaster, screw it up, and this thread would turn into a wall of spam, "sorry I've broken this coaster, please tell me how to fix it"; I demonstrate that this can be done; I will offer some "hints & tricks"; I refuse to perform any "long-distance diagnosis". The park, itself, otherwise, is rubbish: It's March, Year2, Forest Frontiers; there's two synchronized Shuttle Loops, an unmodified Mango Muncher and half-a-dozen stock Flat Rides; not even any theming; since I started designing my own coasters, I use this savegame to test-drive my coasters; that's it. Today, no, but I do pledge to offer additional tips & co., when I get around to it. Again, apologies; thank you for the interest. Typhoon
  16. More specifically, those track designs are/were the Hasbro Contest submissions, subsequently bundled-into RCT Deluxe: the bland alphanumeric designations would serve to differentiate entries and eliminate name-duplication. While they aren't in any way corrupt, most are just plain absolutely-terrible (consider, please, how many submissions came from enthusiastic youths) but there exist a handful that are really quite good: I actually intend to feature some of those, some time. Typhoon
  17. What's on the tin; Ratings at 1:46. I attempted to directly-upload the MP4 as an attachment: it got hung-up; maybe the file size is too big ... Google Drive Link: https://drive.google.com/file/d/1Npke9Gm97ZRVh29S2V1UzwnzrDb7Cq-0/view?usp=sharing Thanks to OpenRCT2 team, oli414, Sadret. I think the Vekoma Mine Trains are Spacek's (apologies if I'm mistaken). Yeah, I went ham on the theming, in order to camouflage all the sheer vertical land faces; I'm not really a theming guy. Typhoon
  18. Hi. I learned of OpenRCT2 this past New Years-ish: I'd been thinking about maybe revisiting RCT/2 ... I've got both games stored in my digital archive but, wow, I've discovered that OpenRCT2 offers a whole lot more! So, this past almost-year I've been fooling around, re-playing scenarios, refining my CoasterJitsu, etc., as I have found time; now, I've finally decided to join the discussion community. The etiquette question concerns my desire to post/link a video depicting an Elevator-Lift & Switch-Track Mine Train with fully-functioning Block Sections (thanks in part to oli414's Advanced Track plug-in): I've got the video on Google Drive; should I simply Link that; can/should I directly upload it here to this site (6min/311MB); am I correct in thinking that I should post it in "Custom Content"? Some pointers would be grand. Thanks, and thanks to the entire OpenRCT2 team. Typhoon
  19. Welpsy, while I have not thoroughly investigated this issue at all, that coaster I tried is really rather low compared to its support limits: a booster-only Looper, the highest point of which is the apex of its highest loop, which is entered at a relative height of 20ft (6m); it "refused" to place over path beyond +3 units. I tried again with a tiny Looper, one which enters loops from no higher than 0 units, relative height; its highest point is at the top of the lift hill, +13 units (65ft/19.5m); again, the coaster could not be placed over path beyond +3 units. 16-17 height-units is only a little more than half the support limit for a Looping Coaster. Thanks for pointing-out support limits, though: someone trying to further elevate a really-high Coaster might not apprehend that impediment. Typhoon
  20. At least a little of this can be achieved by placing paths: a path tile demands 2 units (10ft/3m) of clearance above it; placing a tracked ride over path will displace its Z axis; you can build elevated path ... There is, however a limit to this: just now I slapped down some elevated path, and attempted to place a prebuilt coaster over it; the roller coaster would displace, but no more than +3 units (+ 15ft/4.5m) ... without knowing precisely why, I'm sure that's WAD/WAI. A tedious method would be to temporarily place the coaster where it can be placed and then replicate it, track-piece by track-piece, in the desired location at the desired height, and then demolishing the temporarily-placed 'template' coaster. I hope you find an agreeable solution. Typhoon
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