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jensj12

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Everything posted by jensj12

  1. jensj12

    Group Park 2

    No big changes, fixed slide 1, moved some toilets around (two places where they were placed next to each other), rearranged some handyman and finished another tower of my last coaster (which I renamed from Big Thunder Mountain to Big Thunder Rock). No screenshot as it are all small changes. Claimed: - Next In Line: @Broxzier, jensj12 Missed Turn: Enner, Philmon11, UTMAN, Wuis, Squab, Przemek, WobblyRails, Racey, qbbq, Wuis, imlegos, Community Park V2.87.sv6
  2. jensj12

    Group Park 2

    Claiming to make a few quick changes...
  3. Delete the corrupted files and make sure you get a fresh copy of the files in your data folder. Redownload the corrupted files if you got them from the internet. If they are from the original game, copy them again from the cd. If the files were extracted from a save file, redownload the save file and extract them again.
  4. The site it's linking to no longer exists. The launcher will recieve an update that either removes the ability to login/sync or updates it with a new site.
  5. You've got a fast sharp unbanked turn in there. Make that a banked turn and the intensity goes down to 9.25, exitement 7.08 and nausea 8.42. Keep the lateral G's below 2.8 at all times.
  6. Any coaster without mid-section block brakes is usually better off with continuous circuit mode, if the length of the station permits 2 or 3 trains. Or even better: if totalRideTime / numTrainsContinuous > longestBlockSection(time) / numTrainsBlockSectioned continuous circuit mode is better. Note that numTrainsBlockSectioned is the number of trains that can run safely without any waiting. In case of short waiting times, it doesn't have to be an integer. Probably I'm just addicted to coaster safety in continuous circuit mode
  7. The launch itself is considered pretty intense already. Building the same coaster with the RCT1-like boosts instead (or a super fast chainlift) will result in a much lower intensity, but that's either not possible or not reliable. The extra intensity is applied correctly if the launch is the main thrill part of the ride, but indeed a bit high if it's not. I've seen a coaster with an exitement close to 20 in UCES, it either used tons of scenery or used a trick that caused false exitement ratings. Today someone posted a coaster on these forums with exitement 8, intensity 5 and nausea 4, double all the good things (or slightly less) and you have a coaster with exitement 15 and an intensity rating just below 10 so peeps will still ride it.
  8. Here are the ride rating calculations: https://github.com/OpenRCT2/OpenRCT2/wiki/Ride-rating-calculation The only thing that I might suggest is to decrease the effect of inversions on the intensity if there are more than 6 (for coasters like 'the smiler'). If you have any suggestions please show a coaster that suffers badly from the current ratings so I can understand the issue.
  9. There's a corrupted file, not sure if it's causing the crash or something else, but it's worth fixing anyways. Do you have any custom scenery objects in the game's data folder? Have you tried replacing the object files on your computer with the ones on the disc?
  10. The calculation should be the same as in the 'original' vanilla game. The current calculations are pretty much as close as we can get with the values we have, apart from the rollercoaster addicts that think 20 loops and 50 airtime moments still isn't enough (split it into 5 coasters in that case). I thought there already was a cheat implemented that made guests ignore ride intensity.
  11. I can't resist the urge to point out that using block brakes will not always improve the capacity of a coaster. If you can put enough trains on the coaster so that there'll always be a train waiting behind the loading train, using continuous circuit mode allows more trains/year to pass through the station = more peeps = shorter waiting times. This is usually the case when building vertical coasters.
  12. If the intensity is extreme the exitement will always be very low, as it simply applies a harsh penalty to the exitement. The game only checks for spikes on the G-forces, having the same spike multiple times won't hurt, but one big spike will hurt your ratings. Especially horizontal g-forces will rapidly increase the intensity, the vertical ones aren't that bad (I've made lots of good coasters with positive vertical g-forces above 4G). Try to reduce the amount of inversions if you still have extreme intensity coasters (every inversion more than 6 will never do anything good to the ratings).
  13. jensj12

    Group Park 2

    Claimed: - Next In Line: @imlegos, jensj12, Broxzier Missed Turn: Enner, Philmon11, UTMAN, Wuis, Squab, Przemek, WobblyRails, Racey, qbbq, Wuis
  14. I'm in for now, dunno how much time I'll have to build/discuss things, but it should increase in 4 weeks and again after 2 months. I was also thinking about another rule (depending on park size): everyone may only build 1 (big) coaster per park (not per 2 turns). Perhaps even mark the terrain you want to build the station on (usually at the side of the park) the turn before you build it so we have some time to discuss.
  15. jensj12

    Group Park 2

    Some things I forgot to mention: Fixed White, Twisted Mouse and FrozenPlants, please notify me if any of these still cause issues. Smoothened land where it hadn't been done properly Broxzier, did the rating remain at 999 after removing litter? Dropped quite fast again in my turn... (and does so in v86 too) Following some of the staff, I get the feeling that they are negatively affected by double wide paths, walking circles quite often and ignoring things on the other side of the path. Someone should look for spots without handyman assinged and increase the walking range of staff operating next to it (some have really small patrol areas). Note: Spiral Slide 1 can't be fixed because the path at the exit is not connected and peeps can't get from the giraffe to the rock.
  16. jensj12

    Group Park 2

    There ya go... Claimed: - Next In Line: @Broxzier, Wuis, imlegos, jensj12 Missed Turn: Enner, Philmon11, UTMAN, Wuis, Squab, Przemek, WobblyRails, Racey, qbbq Merged some river rapids scenery to one (now called official river rapids scenery), added a vertical coaster (scenery is not 100% done yet, feel free to add or improve), added bins and benches and got the guest count from 3500 back up to 5100. Park rating has some issues, seems to be related to litter (removing it makes it jump back to 999). If you hadn't already noticed, I love vertical coasters. If you thought this was a big coaster, Towers of Terror is still 50% longer than this thing. There are also multiple places where wooden coasters are used as scenery, might be worth merging too. Community Park V2.85.sv6
  17. jensj12

    Group Park 2

    Claiming... btw, are we still at the attraction limit or not anymore?
  18. jensj12

    Tablet mode

    If you have a keyboard attached to your tablet, you can hit backspace to close the window (shift+backspace to close them all). As for moving around, the game tries to keep the mouse pointer at the same place while moving around, adjustable sensivity might even be welcome for those who do use a mouse. Does 'moving the mouse close to the edge' work on tablets?
  19. Can you find the files in windows explorer (or OS equivalent)? If so, double check if the extension is .SC6 (.SV6 for saves and .TD6 for track designs)
  20. jensj12

    Group Park 2

    No-one said we couldn't right?
  21. Did you have 'disable clearance checks' enabled while building paths? If so, try without.
  22. jensj12

    Group Park 2

    That ride isn't too big, there are bigger coasters out there (which I may cosider too big, but we've hit the attraction limit now).
  23. If you are playing multiplayer, they are disabled there because building one will crash the game. Once it's fixed they will return to multiplayer. Pre-designed coasters are still available in single player mode.
  24. It just works like any other image on this site. I spotted a ghost path section on the path to the ferris wheel, if that isn't because you were building it, uncheck disable clearance checks before building paths.
  25. At least the commit (game version) you're playing would be helpful (and if you updated, test again). I haven't noticed any of the issues but I'm on the stable channel currently. Probably related to the mechanics issue: https://github.com/OpenRCT2/OpenRCT2/issues/3046
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