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jensj12

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Everything posted by jensj12

  1. jensj12

    Group Park 4

    In that case, claiming!
  2. jensj12

    Group Park 4

    I won't be able to claim it when it's my turn. Claimed: - Queue: _SpacE__, YoloSweggLord, WobblyRails, TCE, Etricsanon, Philmon11, BlazingEmpireHD, Wuis, Broxzier, SensualEthiopianPolice, imlegos Missed: Cascadia, Centric, Dan, ImABoss, jensj12
  3. I've seen someone bring it up in the chat, so the developers might be aware of the problem. It's most likely the master server that updates very slowly instead of near-instant.
  4. For a coaster to work properly with 'continuous circuit with block sections' there need to be 3 'loops': The train must make it trough the entire track, passing the block brakes in the correct order Iterating forward from the station must get you back to the station (for continuous circuit to work, use other modes otherwise) Iterating backwards from the station must get you back to the station while passing all block brakes in reverse order (without block brakes it still needs to get back to the station) Simply connecting both ends (which I did with invisible track) would create an infinite backwards loop (which should no longer cause the game to hang in a few hours/days). For the coaster to work I also had to build some invisible track from the spike at the back to the chainlift (which is just 5 pieces). The saved track design has the two spikes connected but lacks the two other connecting tracks.
  5. I found the issue of the switchback coaster and fixed it, so here's the result: (In case you were wondering, block brakes are indeed working properly )
  6. I like tips & tricks and their results, but only if they're new to me and/or the result is amazing.
  7. Build the station of a ride that allows changing the lift hill speed and set the correct lift hill speed. Use the cheats (allow arbitrary ride type changes) to change the ride type to a flying coaster and you'll have a flying coaster with a fast lift hill (hopefully).
  8. It works just fine for the normal train without 'sort by track type'. Just had to start a new scenario.
  9. Found the issue: it only affects new games, so not my standard test park.
  10. I tried updating with the launcher and with git, both (which should be the same build from today) didn't give me the option to build steep tracks.
  11. I can't yet use the steep pieces with the arbitrary ride type change cheat. With the cheat converting a vertical to a junior with steep pieces is pretty easy.
  12. If you have debugging tools enabled you can find two cogs on the top toolbar next to the cheats (golden shovel). In that dropdown menu you can find 'object selection'. It might be disabled in multiplayer.
  13. That message box + dump used to provide all information the devs needed, but now 64-bit builds are released it doesn't anymore. Are you using the 32 (x86) or 64 bit build? (you can find this in the lower left corner of the main menu) Does it matter how many objects you select? In case it's the 64 bit build, does it also crash if you use the 32 bit build? (I recommend using the 32 bit build anyways) I can't reproduce this (yet)
  14. jensj12

    Group Park 4

    The size limitations are quite strict for coasters. Building a (big) coaster without keeping the size limits in mind will pretty much always result in a violation of rule 1 (note that the area counting will be done with one or a few rectangles, not cell by cell). @BlazingEmpireHD you haven't reached the 48 hour limit yet, so you could go back and delete some stuff yourself. Reduce the area used by 30-40% (more if the area not on the screenshot is very large) and destroy some flat rides and you'll be fine. About the rules itself: rule 3 sets limits on the number of rides built, but can we build all three options in one turn or must we pick one of them? My vote goes to 'max 1 big coaster per 2 turns, max 1 tracked ride per turn (big coaster counts towards this too) and max 3 rides per turn (so max 2 flat rides when a coaster is built)'. (@Broxzier)
  15. Even if it does, there's a cheat for winning the scenario. AFAIK there's nothing that prevents you from winning if cheats or other tools are used. The RCT2 error trappers have been removed from the game.
  16. Update your game. This bug has already been fixed: #4132
  17. You may need to open some ports first (and I have no idea how to do that). If you're on the same network, you can connect using the IP address as well (add server, then enter the IP-address of the host. To find your IP, open 'cmd' on your computer and type 'ipconfig'. You need the first IPv4 address shown).
  18. First watch 0:20-0:25, then 2:20-2:30. That's all (could be done with multiple tracks from the same rollercoaster as well).
  19. In the options, enable the cheats and debug tools toolbar buttons and a golden shovel and some cogs will appear in-game. Click and hold that shovel and select 'disable clearance checks' and you can merge tracks (much easier than 8cars!). First build the track you want the train to continue on, than the track the train will come from. Click and hold the cogs and select 'object selection'. There you can change the available objects in-game (much easier than parkdat!).
  20. Welcome @yabestmate! Point it to RCT2, not OpenRCT2 (and search the forums, you're not the first person who asked this question).
  21. jensj12

    Group Park 2

    Please don't mention everyone if you're only claiming it (even better, remove formatting when copy-pasting it and manualy make the text bold). Everyone got a notification without any good reason to get one.
  22. Please don't scare away new people @janisozaur. If many people keep asking it, we are missing something on our forum that tells people what not to ask for. That said, common sense might make it possible that newcomers search for stuff first by themselves, but not everyone knows all common sense rules. @Warrenbro Welcome!
  23. jensj12

    Group Park 4

    Transport rides from as we build our park. Whoever builds a station first can decide the location of the station, though if stations are too close to each other, one of them might end up as ghost station. It is also possible to let the main transport ride only go over the mainland and add a few chairlifts to cover the mountains. I'd vote for a hanging monorail this park.
  24. jensj12

    Group Park 4

    More supports? Where? I went for a building you'd find deep in the forest, so the brown matches quite nicely. Some more colorful trees and other buildings/attractions should help against the brown looks. Remember my horrible first building(s)? Practice makes better. Just copy others to start with
  25. jensj12

    Group Park 4

    Someone decided to shorten my free time by about 4 hours without warning, so this will be it for today: Made calm pond a complete loop to prevent the boats getting stuck Added bins and benches and hired an extra handyman (guests were already complaining about litter) Opened Green Machine (didn't have time to destroy it) Recolored the umbrella's Built Hardwood House (name subject to change). As always , a nice (lots of airtime) and calm (avg. speed of 12 km/h) ghost train ride near the entrance, but hidden behind some trees. If the hacked parts of the ride look really bad, just tell me and I'll make them visible again. The park: The OpenRCT Group Park 4.03a.sv6 Claimed: - Queue: @Centric, Dan, Philmon11, ectricsanon, BlazingEmpireHD, Wuis, ImABoss, Broxzier, SensualEthiopianPolice, RedScope53, _SpacE_, YoloSweggLord, jensj12 Missed: cascadia
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