Coaster Smoothness

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I really hope this is something they are tweaking in the background to deliver. Like above, perhaps they are taking a few of the coaster builder concerns to release as one push.

Honestly a friction slider, continuous roll and option to remove coaster restrictions in the game settings menu would satisfy me and many others I believe. If they could implement these three (coaster specific. There are still other issues i would definitely welcome - I'm looking at you spline based fence tool) I would be extremely happy
 
[video=youtube_share;zQ1vAYBihIU?t=2560]https://youtu.be/zQ1vAYBihIU?t=2560[/video]

Here. In case the offset doesn't work for embedded videos, the timestamp you're looking for is 42:40.
 
Cool. I am sure it will get fixed eventually, because right now the coaster building aspect of the game is subpar compared to the quality of the rest of the game.
 
That's interesting. It's good to know they acknowledge about the smoothness and hopefully also friction? It's good to know the way coasters work isn't finished yet.
 
https://youtu.be/zQ1vAYBihIU?t=2560

Here. In case the offset doesn't work for embedded videos, the timestamp you're looking for is 42:40.

That's good to hear, but it's really nothing more than a brief acknowledgement. It's nice to at least hear that they are aware of it. That's probably the biggest hurdle for me playing the game right now because all I really want to do is build coasters and making them smooth is too much of a time sink to get "just right."
 
What is a "significant number of users"?

taking in account that not every interested user has posted to a specific idea, you can compare responses (and amount of responses) to specific ideas. if you do that, you can imagine if it's an idea of significant interest or not.

this is. and not just because this topic has been bumped galore.

bad thing is that neither scenery builders nor coaster builders have good tools to "smooth" the works.
 
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I'm here for the coasters, not the scenery. I find the coasters very basic and lacking in so many features. Without good coaster building tools, no amount of scenery will make up for it. Why would I want to spend hours placing scenery if I'm not pleased with the coaster I'm trying to decorate.

I'm not interested in scenery at all at the moment. I never use 80% of the scenery anyway. I just want to create smooth coasters with multiple stations and no track restrictions. Once we have this then I might feel the need for more scenery. Until then I will just play other games and keep an eye out for the much needed coaster improvement update.

I hope they allow modding soon, because I feel this is the only way we will ever get the coaster modifications wanted by the community.

Trying to get information out of Frontier is like talking to a brick wall. I know smoothness was brought up in a live stream, but did you see how sheepish she was on the subject. It looked like she had a gun to her head.

The priority of the game elements to me are:
1. Coasters
2. Sequencer
3. Management
4. Paths
5. Scenery
6. Flat rides

Lets hope the November update addresses coasters and gives us a proper timeline sequencer. If not then RIP shallow coaster.
 
I really hope we see a fix to this soon. While it is currently possible to make coasters smooth it is very difficult, and custom inversions are a nightmare to work with.
The coaster editor does so many things right it's a shame that these issues currently exist.

It is very good to hear that Frontier are listening on this issue though.
 
Lets hope the November update addresses coasters and gives us a proper timeline sequencer. If not then RIP shallow coaster.

In the livestream it sounds like they know about this issue, but haven't done anything by now. To be honest, I don't think they will fix it with the November update. [bored]
 
In the livestream it sounds like they know about this issue, but haven't done anything by now. To be honest, I don't think they will fix it with the November update. [bored]

More accurately, they know about the problem but cannot promise anything because anything they may or may not be working on isn't complete and ready for launch. Frontier tend to play their cards close to their chest until they are good and ready to announce something rather than risk overpromising and underdelivering.
 
But that is the problem, most of the stuff is someway much uncomplete. If you follow that line the game shouldnt be public right now.
I remember to fireworks/sequencer ... they said they were ready, hypetrain was raised .... but crashed without reaching even the first corner ... it also didnt left the station ...

I was happy about that Bo answered, and I appreciate her for that, but I also noticed that she wasnt very happy to do that. I didnt watched the stream, only this particullar scene, but she seemed unhappy with that question, or that answer !
Again a sign for me that under the hood many things go wrong because they dont ask BEFORE they do something. Doing changes afterwards is always the wrong way.
And as much as you add without changing the base, as much more complicated it gets to change it in future ...
With other words ... I am loosing hope for this game ... it started good, but in long terms its nothing more than a pice-by-piece-sandbox without matching the theme or amusement-parks generally.
 
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(...) in long terms its nothing more than a pice-by-piece-sandbox without matching the theme or amusement-parks generally.

nah. by all means. this is not the case. eventually it's rather some overexpectations what this game should be like from a part of the users. i've watched several "let's build" videos from the Frontier team, and it seems that they are simply very satisfied with the tools. they don't go so deep into details as some of us do.

and only if you went for details, you get frustrated by the following examples:

you can smooth, but you can't have it perfectly smooth.
you can build thrilling coasters, but they don't feel natural (friction).
you have a flexible pathing tool, but it has unnecessary glitches.
you have sweet animated peeps, but they don't line up properly within pathes, stairways and opposing traffic.
you have a huge bunch of different objects to place, a 3d-axis ("gizmo") to rotate but no control over angle values.
devs can build outside the allowed park-workspace, but we can't and have to live with eventually undesired park entrances.

and so on.

these limitations won't bug much if you just choose, click, place and build. you can still create very sweet parks with the available tools. and some few wizards can design awesomeness. but to us, the ordinary gamers, it's far too timeconsuming to workaround all those limitations.
 
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these limitations won't bug much if you just choose, click, place and build. you can still create very sweet parks with the available tools. and some few wizards can design awesomeness. but to us, the ordinary gamers, it's far too timeconsuming to workaround all those limitations.

What do you mean exactly by that? It doesn't matter how 'good' you are at this game, it will always be time consuming. And it being time consuming isn't really the problem. It's that it is caused by unresponsive buggy and sometimes just outright not working tools.
 
I am in the category just build and click away. I don't need satisfaction out of building the most epic and best themed park/coaster/rides, I just want to have fun and sink away in the game then noticing you are way past bed time.

Spending so much time in the game actually really made me better and better and working with the tools provided. It's personal opinions all over, but I think the tools do their job fine.

I never ever get frustrated because:

you can smooth, but you can't have it perfectly smooth.


Yes, I want smooth coasters, I can make them but I think the system could provide a better smoothness then me endlessly struggling, but I don't get annoyed when the end result is what I want.


you can build thrilling coasters, but they don't feel natural (friction).


I've build some really good solid, natural feeling coasters. They could have been longer, the friction does not allow long coasters, but the coasters themselves feel perfect for me.

you have a flexible pathing tool, but it has unnecessary glitches.

What glitches? I can get descent paths and plaza's with them. Not too much work if you know how the tools work for you instead of you working for the tools.


you have sweet animated peeps, but they don't line up properly within pathes, stairways and opposing traffic.


So they step a tiny bit out of the line, because they follow the spline of the path, how can you become frustrated about such a minor issue.

you have a huge bunch of different objects to place, a 3d-axis ("gizmo") to rotate but no control over angle values.

text fields so we can set fixed angles for our own would be great, but the free tool works fine as well.

devs can build outside the allowed park-workspace, but we can't and have to live with eventually undesired park entrances.

We build the park entrance inside the border?
 
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