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Posts
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Everything posted by jensj12
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Whoa, indeed great stats. Almost 10 on exitement without even adding scenery. The only thing I don't like is the 4 second ride time difference, but that's just me I suppose.
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I should have named the quick-fix V16a, not V17, so the next one would be V18. I don't have time to work on it right now, so UTMAN may take his turn.Current List: UTMAN, Broxzier, imlegosMissed turn: jensj12, benboyrocks, SnowMew, AdamLambert, DerfThere are two locations left for more attractions: on the lake and on the hill near diamond hunter/coal carts (no path to the top of that hill). Something like monster trucks might fit within the mine theme. Only one guest is lost, he can't find diamond hunter.
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Sure: And to test the new giant screenshot functionality (note the freefall tower doesn't fit):
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Wasted my day building the entire park. Won't do such stupid things again.I'm quite happy with the result, although the scenery still needs some improvements (never practiced before). At least all atractions are built and everything is working without any crashes.
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In a garden I'd expect something like a car ride, river ride or monorail cycles. Anyways, couldn't resist starting my own micro park, starting off with 4 sub sections of 10x10 (I need practice before I make one large micro park). One coaster and go karts are already in place.
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Yes, peeps do add extra weight. Can be used to make peep killing machines that don't crash while testing :DI even managed to create a coaster that worked fine empty and with full load, but crashed with the back half filled. There's a guide about coaster safety in the tips and tricks section if you want to know more.
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I'm working on a second compact coaster pack. Already got a few coasters with 7+ exitement ratings on 2x30 tiles. I'm thinking of starting a contest to see how the average compact coaster building skills are (first prize: coaster will be included in CCP2 under a special name).
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Quick fix to the previous version: https://openrct.net/cc/share/56/OPENRCT2+2015+V17.SV6Skip this version if you've already started working on it.Raised the looping a bit to keep the intensity just below 10 (9.98 now) which removes the 25% exitement penalty. Also raised the spikes and decreased the max wait time of the chairlift on the other side of the map. Noting more.
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I used the latest development build. Since the park is in year 20 and some/most attractions have 30 minute inspections, the reliability can drop quite fast (even with 10-min inspection it'll be very low by then). I might have had the no breakdowns cheat enabled from an earlier game which may have triggered some anti-cheat code, killing the reliability of rides.
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Done: https://openrct.net/cc/share/51/OPENRCT2+2015+V13.SV6Expanded mine theme near The Coal Carts with a (mostly underground) wooden coaster.View imageFeel free to change any of the added scenery if needed. Guests still get a bit lost in the park, didn't try to fix it, but I didn't make it worse either.Current list: Broxzier, UTMAN, imlegos, benboyrocks, Philmon11, jensj12Missed turn: SnowMew, AdamLambert, DerfWithout further notice you may assume that I'll skip my next turn
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I read somewhere that the most confusing park layout award is given if you have lots of different types of scenery close to each other. It's not based on path layout.Some currencies in-game have a factor included. For Yen this is 100 (but the price internal is the same). An option to double (or triple) the visible amount would work here (but it allows to make the entrance fee way overpriced, can already be €80 in big parks, no-one pays €200 to get into a park right?).I'd love to see longer stations, or bring back the 12 trains of max lenght on any coaster cheat I had in RCT1 (a permanent patch back then). Preferably both.On all rides in the game (except a few) peeps are handled per 2. Look at a coaster train loading, the first peeps waits until the second peep arrives before taking his seat. Allowing single peeps to ride all attraction might require quite some coding.
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You can start working on the park. I'm still reading every day, but I won't have enough time to work on the park now (neither today or tomorrow).
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I'd vote for max 60 tiles every time you edit, should be enough to build a coaster.jk, add me to the list. I might miss a few time limits because of school, but I'll try to post it here before time's up.
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Since adding an input box might be a bit harder to code (I'm not a dev here, so can't say), does adding shift-click and/or ctrl-click for 10x price change also statisfy your needs?
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When right-clicking a coaster in RCT2, it will always try to open the editor. If the coaster is not closed it will ask you to do that first.As long as the 'build new station' button isn't there in RCT2, you can build a few track pieces (S-curve and one straight in case of a double station), delete the pieces you no longer want and you have two independent sections of the coaster. You must connect them in the end or you won't be able to open it.
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If there's a limit, the save file structure will most likely need to be changed (where else would the 255 come from?) to remove the limit (just like the banners). With the limitations of the current save files, changing to our own save format will happen someday, but the focus of the project is now on decompiling the game, fixing bugs, occasionally add a feature that doesn't change huge parts of the game and eventually making it a standalone game with its own graphic and sound set. So the answer you're looking for is: Not yet.(I'm not a dev, so this is based on what I remember from what others have said earlier)
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You mean the green graphs didn't show up. Happened to me too once. Not sure what causes it (on later coasters it did show up again).
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Can we have checkboxes for guests and each staff type then? ::)Helpful to make sure mechanics stay out of areas without attractions (or to make them stay on the main routes, but they then need to ignore them when heading for an attraction).
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Even though I didn't complete the RCT1 micro park yet (still need to unlock it), I think I'd lose all my credibility if I didn't agree with you :D
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I have UCES and WW/TT (and all properly installed) but still a ton of missing objects. Unless I know where I can find the objects I'm missing I can't help you any further.
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The image of the game crashing coaster:View imageI tried using the all ride modes cheat (powered launch and reverse incline lauched shuttle) but still it doesn't work.
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Theme Park Review posted a video of the new switchback rollercoaster, so I thought I'd remake that one. Goes back the entire track after a vertical spike, switches track and returns to the station. Had to use a slightly different method, but it should work. Sadly a wooden coaster can't be set to lauched mode, so I tried both continuous circuit with and without block sections. Both happen to crash the entire game. In it's current state, it crashes the game when entering the station (just set it to test mode): https://openrct.net/cc/share/16/Switchback+Rollercoaster.SV6Still it would be great if it worked...
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To share them here:1. Get your save game on the coaster cloud2. Go to coaster cloud (from your web browser), select the correct park and click share3. Right-click on the download button and click 'copy link' (or the equivalent in your browser)4. Paste the link here in a replyThe shared park will not change if you update the park in your local files / coaster cloud, so further changes after sharing will remain private.
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You can try to send the save files to someone who does have WW and TT, let him remove the expansion pack objects and send it back to you.