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Thread: Building A Coaster

  1. #1
    Speed Seeker The Stig's Avatar
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    Building A Coaster

    By now, we know that the new coaster editor is in the designing phase. But that doesn't mean it's too late to throw ideas around for it.

    One of my concerns for the new coaster editor is that it'll be too much like No Limits. This isn't necessarily a bad thing, because No Limits is a powerful program that can build darn near anything you can imagine a coaster to do. However, I feel that implementing such an advanced program into a game like RCT might be a little too much for some of the newer players to handle. Here are a few of my ideas to ensure that making a coaster can be easy for newcomers, powerful for advanced tycoons, and generally fun for everyone.

    Auto zero-lateral banking by default - As a coaster travels around a turn, it experiences lateral g-forces. Modern coasters are designed with banked turns and curves to reduce lateral forces. My first idea is to make the coaster editor "smart enough" to automatically bank your turns and curves to generate zero lateral forces by default. This means you'll get the perfect amount of banking every time. And you can always go back to manually edit the banking of any curve if you wish. Especially for RMCs and ElLocos.

    G-force visual layer - An idea taken straight from No Limits 2. Click a toggle button, and you get a visual representation of the g-forces experienced throughout the ride.

    Placeable real-time testing points - Remember in RCT3 how we could test a ride mid-construction with the "ghost train"? And it would automatically reset when it reached the end of the layout? I'm proposing the same thing here, but with one addition: With the press of a button, you can place a "start/end point" along your layout, and the "ghost train" will start it's trajectory at that point, at the same speed it would've had if it had gone full-circuit. With this, you'll no longer have to wait for your train to get to the point of the layout that you're currently working on.

    Force vector design nodes - A separate tool in the editor. Another idea taken from No Limits 2 but, for the love of God, a little easier to use. Probably more along the lines of Newton2. But like, very basic. Wanna make a perfect airtime hill? Set the G value to zero, and set how long this value is true. Bam, perfect airhill. Add a roll to it to make a perfect zero-g roll. Wanna go for ultimate realism? Set your G value to 4 g's to achieve the perfect pull-out for drops, no more guessing.

    Auto-Heartline by default - Because why not? Every modern coaster built in the last two decades have been designed with this philosophy. By default, rolls and banking transitions are auto-heartlined for your convenience.

    Stalling indicator - No more guessing if your trains will make the complete circuit or not. In the editor, if an element in your layout will be too tall for the train to make it without a lift, it turns red. Sim Theme Park had this.

    Collision detection - Cannot place this piece because Rollercoaster 1 is in the way? Instead of a pop-up, a simple visual: it turns red.
    Last edited by The Stig; 06-09-2015 at 01:44 PM.

  2. #2
    I love these ideas! Especially the stalling indicator, that would be a big time saver.
    Last edited by TheAmigosGroup; 06-09-2015 at 03:02 PM.

  3. #3
    Passive Peep JayB_Yolo's Avatar
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    I really want the coaster editor more to be like no limits 2 especially G-force comb that would really help to design less intense rides and stall indicator would be a helpful tool too as different coaster cars have got different behaviour with respect to gravity especially when you increase no of cars per train.

  4. #4
    Quote Originally Posted by The Stig View Post
    By now, we know that the new coaster editor is in the designing phase. But that doesn't mean it's too late to throw ideas around for it.

    One of my concerns for the new coaster editor is that it'll be too much like No Limits. This isn't necessarily a bad thing, because No Limits is a powerful program that can build darn near anything you can imagine a coaster to do. However, I feel that implementing such an advanced program into a game like RCT might be a little too much for some of the newer players to handle. Here are a few of my ideas to ensure that making a coaster can be easy for newcomers, powerful for advanced tycoons, and generally fun for everyone.

    Auto zero-lateral banking by default - As a coaster travels around a turn, it experiences lateral g-forces. Modern coasters are designed with banked turns and curves to reduce lateral forces. My first idea is to make the coaster editor "smart enough" to automatically bank your turns and curves to generate zero lateral forces by default. This means you'll get the perfect amount of banking every time. And you can always go back to manually edit the banking of any curve if you wish. Especially for RMCs and ElLocos.

    G-force visual layer - An idea taken straight from No Limits 2. Click a toggle button, and you get a visual representation of the g-forces experienced throughout the ride.

    Placeable real-time testing points - Remember in RCT3 how we could test a ride mid-construction with the "ghost train"? And it would automatically reset when it reached the end of the layout? I'm proposing the same thing here, but with one addition: With the press of a button, you can place a "start/end point" along your layout, and the "ghost train" will start it's trajectory at that point, at the same speed it would've had if it had gone full-circuit. With this, you'll no longer have to wait for your train to get to the point of the layout that you're currently working on.

    Force vector design nodes - A separate tool in the editor. Another idea taken from No Limits 2 but, for the love of God, a little easier to use. Probably more along the lines of Newton2. But like, very basic. Wanna make a perfect airtime hill? Set the G value to zero, and set how long this value is true. Bam, perfect airhill. Add a roll to it to make a perfect zero-g roll. Wanna go for ultimate realism? Set your G value to 4 g's to achieve the perfect pull-out for drops, no more guessing.

    Auto-Heartline by default - Because why not? Every modern coaster built in the last two decades have been designed with this philosophy. By default, rolls and banking transitions are auto-heartlined for your convenience.

    Stalling indicator - No more guessing if your trains will make the complete circuit or not. In the editor, if an element in your layout will be too tall for the train to make it without a lift, it turns red. Sim Theme Park had this.

    Collision detection - Cannot place this piece because Rollercoaster 1 is in the way? Instead of a pop-up, a simple visual: it turns red.
    Like all of these Ideas! Really like the "Start/End Point" and "Stalling Indicator".

  5. #5
    All good points.
    But I want to see a intensity measurement on the tracks too. (Just if this isnt the same as G-force)

  6. #6
    Real good post Stig! I especially like the stalling indicator and the auto banking feature (which must include the ability to turn it off, just for the fun of it).

  7. #7
    Speed Seeker The Stig's Avatar
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    Quote Originally Posted by ExtraCheese View Post
    Real good post Stig! I especially like the stalling indicator and the auto banking feature (which must include the ability to turn it off, just for the fun of it).
    Of course. If it were up to me, you'd be able to go back and edit the individual "nodes" and adjust the banking manually if you wish.

    Position tracking - I saw this in Parkitect I think. You get a bar and slider. The bar represents the ride time, and moving the slider along the ride time bar will show you where the train would be at any particular time. This would make it super easy to set up "dueling elements" for racing/dueling coasters.
    Last edited by The Stig; 06-10-2015 at 08:39 AM.

  8. #8
    Super Member magicart87's Avatar
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    Quote Originally Posted by The Stig View Post
    Of course. If it were up to me, you'd be able to go back and edit the individual "nodes" and adjust the banking manually if you wish.

    Position tracking - I saw this in Parkitect I think. You get a bar and slider. The bar represents the ride time, and moving the slider along the ride time bar will show you where the train would be at any particular time. This would make it super easy to set up "dueling elements" for racing/dueling coasters.
    You're not the only one that wants this! I hope they add it to the game.

    https://forum.rollercoastertycoon.co...es-and-Effects

  9. #9

    Sweet god this would be great!

    Quote Originally Posted by The Stig View Post
    By now, we know that the new coaster editor is in the designing phase. But that doesn't mean it's too late to throw ideas around for it.

    One of my concerns for the new coaster editor is that it'll be too much like No Limits. This isn't necessarily a bad thing, because No Limits is a powerful program that can build darn near anything you can imagine a coaster to do. However, I feel that implementing such an advanced program into a game like RCT might be a little too much for some of the newer players to handle. Here are a few of my ideas to ensure that making a coaster can be easy for newcomers, powerful for advanced tycoons, and generally fun for everyone.

    Auto zero-lateral banking by default - As a coaster travels around a turn, it experiences lateral g-forces. Modern coasters are designed with banked turns and curves to reduce lateral forces. My first idea is to make the coaster editor "smart enough" to automatically bank your turns and curves to generate zero lateral forces by default. This means you'll get the perfect amount of banking every time. And you can always go back to manually edit the banking of any curve if you wish. Especially for RMCs and ElLocos.

    G-force visual layer - An idea taken straight from No Limits 2. Click a toggle button, and you get a visual representation of the g-forces experienced throughout the ride.

    Placeable real-time testing points - Remember in RCT3 how we could test a ride mid-construction with the "ghost train"? And it would automatically reset when it reached the end of the layout? I'm proposing the same thing here, but with one addition: With the press of a button, you can place a "start/end point" along your layout, and the "ghost train" will start it's trajectory at that point, at the same speed it would've had if it had gone full-circuit. With this, you'll no longer have to wait for your train to get to the point of the layout that you're currently working on.

    Force vector design nodes - A separate tool in the editor. Another idea taken from No Limits 2 but, for the love of God, a little easier to use. Probably more along the lines of Newton2. But like, very basic. Wanna make a perfect airtime hill? Set the G value to zero, and set how long this value is true. Bam, perfect airhill. Add a roll to it to make a perfect zero-g roll. Wanna go for ultimate realism? Set your G value to 4 g's to achieve the perfect pull-out for drops, no more guessing.

    Auto-Heartline by default - Because why not? Every modern coaster built in the last two decades have been designed with this philosophy. By default, rolls and banking transitions are auto-heartlined for your convenience.

    Stalling indicator - No more guessing if your trains will make the complete circuit or not. In the editor, if an element in your layout will be too tall for the train to make it without a lift, it turns red. Sim Theme Park had this.

    Collision detection - Cannot place this piece because Rollercoaster 1 is in the way? Instead of a pop-up, a simple visual: it turns red.
    There's only one more feature i'd like to see. When building a Coaster in game (not the editor) #1 pause the game. #2 Let us freely design our coaster w/o a price tag if you will build it snake it around ride tunnel it etc.... when we are done we exit the what i like to call the In-game Editor which then assigns the price tag of all the associated parts and terraforming. Now say you spent just a tad too much but the ride looks freaking rad and you dont want to try and remember it? Not a problem!!! Allow us to save this "Design Ghost" if you will and when our park earns us the cash simpy pause bring up the "in-game editor" and plop the ride down. This has always been a major thorn in my backside with RCT2. (I HATED HATED HATED HATED RCT3) This would be awesome. My two-cents. (P.S. along with hating RCT3 i also havent played it very in depth so if i mentioned anything that exsists meh you were warned)

  10. #10
    Something that just came to my mind.
    I wish you can test the coaster and get the result before you build and pay for it.

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