Coaster physics and builder

Hello everyone !

I have seen so far a lot of videos of Planet Coaster Alpha 2, and if there is a lot of very cool stuff, there is something which really disturbed me... The only thing until here.

Coaster physics seems missing. Except the down&up thing, there is no G simulation :
- You can do every impossible angle turn you want, even if the wagons are literraly colliding.
- You can go in these turns at 200 km/h, no problems. The brains of peeps should have escaped by their ears so far.
- You can go in station at 200 km/h, no problems. This time the brains should looks like pancake or popping the eyes to reach freedom.

And this is really disturbing me.

Why ?

Because this is immersion breaking. Seems like an unrealistic UFO in a game where everything seems so credible. This is breaking one of the best point of this game.

I really hope devs will not only work on Coasters editor.
 
- You can do every impossible angle turn you want, even if the wagons are literraly colliding.

Build wider turns.

- You can go in these turns at 200 km/h, no problems. The brains of peeps should have escaped by their ears so far.

Build wider turns.

- You can go in station at 200 km/h, no problems. This time the brains should looks like pancake or popping the eyes to reach freedom.

Put brakes before the station.

Coaster physics seems missing.

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Ok I assume you don't want any coaster physics simulation ?

Maybe you misunderstood : I don't mind that the coaster builder let you do mistake.
What bother me is that mistakes don't have any impacts or effects in game (here, mostly death of peeps or coaster closed until you fix them) because physics is not implemented/very incomplete.

If I understand your point of view, you wouldn't mind a FPS game where there is no collision (so you are able to walk through wall and stuffs) and tell people that if they are not happy about this, they just have to don't walk into the wall.
This is really lame.
 
Ok I assume you don't want any coaster physics simulation ?

Maybe you misunderstood : I don't mind that the coaster builder let you do mistake.
What bother me is that mistakes don't have any impacts or effects in game (here, mostly death of peeps or coaster closed until you fix them) because physics is not implemented/very incomplete.

If I understand your point of view, you wouldn't mind a FPS game where there is no collision (so you are able to walk through wall and stuffs) and tell people that if they are not happy about this, they just have to don't walk into the wall.
This is really lame.

I don't understand what you are saying about the coasters having no physics though? I think they are very realistic in the way they move. A lot of people are saying that there is maybe too much friction on the tracks and they are not going as fast as they should but I don't see any real "immersion-breaking" problem with it.

I'd rather not be punished for having a turn slightly too sharp or whatever and I personally think it would be far more unrealistic to have coaster cars derailing than what they do now. But if it bothers you that much, just don't build unrealistic turns. As for people dying and having their brains sucked out: no thanks, I'd rather not see that in this kind of game. But if that's what you're into...
 
I also don't understand, physics in basic form are there. Yeah no one is passing out or dying because the G-force is too high but the simulation side of that isn't in yet and will be added. And then it will likely be that it will just give you an error and highlight the part of the track that is over the G limit or similar.

They can't change where people build brakes, that is down to the player. The physics of them stopping is there. The ability for the cars to rattle through the brakes and collide break is not but that is not physics and a mechanic that may or may not be in game. Again it could just warn the player of the issue.

Yes things need adding but I am not sure what you posted is the correct part we should be looking at for the questions you have.

Again track geometry would have to be dynamic for each car type to know the maximum banking and angle that works together before the cars collide. I feel this could be down to the player to resolve and test before opening it up to the public just like when a designer would run it through a CAD simulator during the design phase.

I don't really want deaths to guests and no real coaster would be built that would allow it to happen due to such design issues as there would be hundreds of guidelines the designers within the company follow to ensure this.

Regards,

Adam
 
or coaster closed until you fix them

Death is not necessary, at least some warn during the test who prevent you from open your coaster until it's safe. (I am not really interested in and I have more faith and hope in Planet Coaster than in the "other game". I wouldn't take time here if i don't)

Same for wagons collisions, it is not implemented but it should have effects.

I'll show some examples to make it more obvious :

At 21:30 :
[video=youtube_share;MMNohDmFHU4]http://youtu.be/MMNohDmFHU4[/video]

[video=youtube;Rp_V4hDuhHU]https://www.youtube.com/watch?v=Rp_V4hDuhHU[/video]

I'll repeat it, i am not saying "it is *censored* just give up this", i am saying "this needs some work and improvments".
 
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Frontier have openly stated that the coaster editor as we have it, is only the start.

They will address these points in future updates.
 
Frontier have openly stated that the coaster editor as we have it, is only the start.

They will address these points in future updates.

This is where things start getting blurry ! I understand that the devs have confimned and stated everything from this to that, but in all honestly how can they actually finish on time ? I mean there is a lot of stuff to add (confirmed) and a lot of stuff that needs to be updated .
 
This is where things start getting blurry ! I understand that the devs have confimned and stated everything from this to that, but in all honestly how can they actually finish on time ? I mean there is a lot of stuff to add (confirmed) and a lot of stuff that needs to be updated .

Look at the changes made from Alpha 1 to Alpha 2, in just 8 weeks.

They'll get it done. Haven't you noticed how quiet it has been since Alpha 2 was released? The devs are busy working on stuff. We'll get an idea how much more progress has been made in Aplha 3. Release is still at least 4-5 months away yet.
 
This is where things start getting blurry ! I understand that the devs have confimned and stated everything from this to that, but in all honestly how can they actually finish on time ? I mean there is a lot of stuff to add (confirmed) and a lot of stuff that needs to be updated .

Also, I would like to add that there is a lot of stuff that they are not showing us that they are working on. We only know a fraction of what is going on in their development studio.
 
Also, I would like to add that there is a lot of stuff that they are not showing us that they are working on. We only know a fraction of what is going on in their development studio.
Thank you ! I figured that if more content was ready, the developer would want it tested in the alpha .
 
1) It's Alpha.

2) It's not a dedicated coaster simulation game. Purchase No Limits 2 if you want one of those.

3) Loads of people are going to play this game who know nothing about how to build a realistic coaster, nor have any desire for hyper realism. A game like this is always going to be a trade off between realism and fun/accessibility for the biggest number of users. I don't think the devs should punish new players excessively for going below -1g or above 5g for a fraction of a second or whatever.
 
1) It's Alpha.

2) It's not a dedicated coaster simulation game. Purchase No Limits 2 if you want one of those.

There is some shades between ultra-realistic physics and not-even-credible physics. I accept the short spinning turn in RCT3 even at high speed, because I don't need the physic to be exactly the same as in reality.
But doing the kind of turn i showed above... No.
I can remind how people were crying about "the other game" physic and was hyped about PC physic and i don't understand it. But this is not my point here.
3) Loads of people are going to play this game who know nothing about how to build a realistic coaster, nor have any desire for hyper realism. A game like this is always going to be a trade off between realism and fun/accessibility for the biggest number of users. I don't think the devs should punish new players excessively for going below -1g or above 5g for a fraction of a second or whatever.


The building tools is not really designed to be used for "the most", especially because "the most" get bored kinda quickly on these tools (I don't, I am really excited about this). Not sure this is accurate.
 
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Just to be clear, the second video posted is mine, and it was created SPECIFICALLY to see if the test dummies react to g-forces.

I am sure G-force calculations will be in place in the final game, and that peeps won't ride something with uber-extreme intensity.
This is how it was in the past. If you don't build a safe ride, it won't be ridden. I assure you.

Now, as far as the game limiting you to reality, I am against it. If someone wants to play, let them play, no matter how extreme.
 
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