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jensj12

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Everything posted by jensj12

  1. jensj12

    Group Park 3

    Added a ghost cart launcher (51 km/h) Built a 'building' that turned out worse than expected (as always), but they're getting better every time. Feel free to improve large parts of it (or the entire building). Started the monorail within the same building Hired a few more mechanics/handyman Guests: 447 Park raiting: 807 (rising) The save: The OpenRCT Group Park 3.03.sv6 The screenshot: And the list: Claimed: Line: @Broxzier, CAVIAR, Dan, ziscor, qbbq, imlegos, Wuis, SensualEthiopianPolice, Philmon11, jensj12 Missed: CoasterMaster
  2. jensj12

    Group Park 3

    Claiming it! The dinghy failed to reach the minimum max drop height, I've fixed it.
  3. Looking good @imlegos. I'm quite amazed that you got that in a 4x5 area, but I cannot accept is because the exitement rating is 0.01 too low. Sorry. Also don't forget to post the track file next time. Now I'm looking at your submission, I see that the exit is clipping through the track and I realise that I forgot one rule (which is now added): don't use cheats or trainers, it must be possible to build it from scratch under normal conditions.
  4. If it would be an option, almost everyone would opt out of it as it only makes the game harder (just a tiny bit, which in turn also makes it not worth to be an option).
  5. A smaller footprint gives a few bonus points, so you'll still have a chance of winning then
  6. jensj12

    Group Park 3

    Take a look at the 5D experience in Walibi Holland, what Wuis made is almost a perfect recreation (though a slightly different theme was used). (google maps is too foggy there and google streetview is still from the time RCT2 was made)
  7. jensj12

    Group Park 3

    Looking great at the front, plain black at the back, just like a real theme park
  8. jensj12

    Group Park 3

    The monorail station building would fit on the empty spot next to the entrance. Buildings are looking far better than what I can build. The dike is fine to me, but a natural use case for it (water) would fit behind it.
  9. jensj12

    Group Park 3

    @Wuis If 900 tiles isn't enough room for the entrance area, just ask others to make it bigger. Hopefully we can make it perfect together (somehow I see your post in the latest posts section, but not here)
  10. Effects are indeed too strong (or just the wrong color, experiment). Try to avoid stacked helixes (wallpaper 3) and diagonal track drawn vertically (wallpaper 4, the length of it on the last one is acceptable).
  11. jensj12

    Group Park 3

    GP2 will need polishing and we will do that from time to time, it just takes some time. We decided to not use custom scenery in GP2 as the export objects functionality was malfunctioning quite often (edit: even just one piece of UCES scenery failed). We can try to use it, but if someone can't open the park anymore, the custom scenery objects have to be removed and disabled.
  12. jensj12

    Group Park 3

    After some more thinking, testweek at school should get priority. Will try to claim it on friday. Claimed: - Line: @Wuis, Philmon11, CoasterMaster, Broxzier, CAVIAR, Dan, ziscor Missed: jensj12 Start without then, we'll continue with them once Phil has the expansions.
  13. Wait for the devs to fix it . Moving a ghost path piece (not placing it) next to another tile can already cause a desync (as guests can walk towards it). So does not having the same sound settings and anything else that causes the scenario_rand function to be called more or less frequently than other players. Peep actions (pick up and place, hiring staff) aren't even properly synced yet. Bugs are known and numerous, but they will eventually be fixed. Desyncs that are not the cause of player actions are on the high-priority list. If you want to know more, read through the gihub issues I've posted, I don't know anything more than that.
  14. Welcome zomg! Both bugs are already known (https://github.com/OpenRCT2/OpenRCT2/issues/1943 and https://github.com/OpenRCT2/OpenRCT2/issues/1968) and a reconnect button is already being discussed and implemented (https://github.com/OpenRCT2/OpenRCT2/issues/3134 and https://github.com/OpenRCT2/OpenRCT2/pull/3153). A quick look over the github page would be appreciated, but thanks for reporting anyways.
  15. jensj12

    Group Park 3

    @Broxzier Could you start by building the entrance and making the entire map border owned? I don't know how to do that (yet). I'll build an entrance area then and add a terrain marker.
  16. @Broxzier I've checked it and the exitement penalty for having multiple coasters of the same type is not visible to players, it's only used for peep calculations. To double-check it I've also built it in an empty park, and it still shows me 5.71. Adding the paths and enabling 'synchronise with adjacent stations' (which stops the coaster completely) gave me the rating shown in your picture (even a bit higher with more paths).
  17. @Broxzier submission accepted! I only get it to an exitement rating of 5.71 though (without paths), so I'll use that when calculating your score.
  18. Due to the low amount of submissions, I've lowered the exitement rating requirement to 5.5. Still a 2x30 reverse freefall coaster is not possible. And _Fog and Redino, the cooldown for both of you is over, so you can submit another coaster if you'd like.
  19. There's currently no way of telling if someone is a vandal or not. Hiring a security guard will un-vandal guests it walks past (it doesn't just wear off over time AFAIK), but the player won't know it happened. Thus adding such information would allow the player to react to it, which isn't part of the original gameplay. I'd rather have a notification whenever something is vandalised and needs repairing, or no notification at all if staff could repair vandalised items. Btw, if you're experiencing a desync, guests and staff aren't synced anymore, so vandalism won't be synced either. Anyways, rethink your suggestion now you know what security guards do.
  20. jensj12

    Group Park 2

    Like this: Claimed: CoasterMaster Next In Line: imlegos, jensj12, Broxzier Missed Turn: Enner, UTMAN, Wuis, Squab, Przemek, WobblyRails, Racey, qbbq, Wuis, Philmon11
  21. My icy micropark park is finished now: In case you missed it, here are my previous microparks: And for anyone who want to build a micropark, here's the scenario file: Micro Sandbox.sc6 Feel free to use this thread as showcase, but finished parks only (use 'what are you working on' thread for work in progress) and please don't spam it with a lot of parks or too many screenshots (try max 4 per park).
  22. Don't just cheat stuff, there's no fun in cheating. The true challenge is to not need to cheat to build a good park.
  23. jensj12

    Group Park 2

    @CoasterMaster Feel free to claim it if you want to fix some stuff. The park probably still needs it (didn't check latest version, but before Broxzier took his turn it was really bad).
  24. The community park from the 'Group park 2' topic (page 2 of this board) desperately needs fixing. Huge park and attraction/stall/employee cap is already reached. Using the remove litter + fix vandalism cheat usually brings the rating back to 999, but it drops quite quickly after that. Due this low park rating the number of guests dropped by 2000.
  25. Smarter AI is something that will already be added/fixed, as they are considerably worse than in vanilla (or were, not sure if it's already fixed).
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