How to type exact angle when rotating track piece?

Hey there,
is there a way to type in the exact angle when I want to rotate a track piece? Say I want to make a banked turn to the left, with a banked angle of 20 degrees, is it possible to type the angle instead of using the slider? Sometimes the slider jumps past whole angle numbers (like 10, 20 etc), which is really annoying. Especially when I want to gradually bank the turn, say for only a few degrees each track piece. I'm quite new to the game, so I might be missing out on something, maybe there's a better way to create smooth banked turns and generally rotation of track pieces.
Thanks in advance.
 

HeatherG

Volunteer Moderator
no, theres no where to type that anywhere. All we have are the arrows during coaster editing. There’s Angle Snap but it only works when turning track pieces not banking.
 
This is one of those things i really want. Typable values. Has been requested some times
 
As soon as you apply "smooth all", any exact values would be lost anyway, so there wouldn't be a point to entering exact angles since the smooth function is essential, and would change those values as soon you as you click the button.
 
As soon as you apply "smooth all", any exact values would be lost anyway, so there wouldn't be a point to entering exact angles since the smooth function is essential, and would change those values as soon you as you click the button.

I disagree -- I'd find it much easier to work with the exact angles I typed into a field even if at the end they changed during smoothing.
 
having an option field to input angle values and set such a value as default for the next part(s) should have been a feature since game release - not only for coaster editor but also for building editor. for coaster builder i'd further love to see an option field to define track piece length.

it's such an obvious lack of the game - like the good meant but pretty useless display sequencer or the halfhearted pathing tool when it comes to stairs, multi-leveled walking-areas or uneven terrain.
 
As soon as you apply "smooth all", any exact values would be lost anyway, so there wouldn't be a point to entering exact angles since the smooth function is essential, and would change those values as soon you as you click the button.

Who says I (we) are using the smooth tool?

IMO this is no reason not to have it.
 
ok but it seems the values are stepped anyway... the minimum angle is "0.14" when using mouse. So if you could enter values manually, it would not accept "0.13" as the angle. And then the value restrictions change depending on your last angle, so manual entry would be a train wreck pardon the pun!
 
ok but it seems the values are stepped anyway... the minimum angle is "0.14" when using mouse. So if you could enter values manually, it would not accept "0.13" as the angle. And then the value restrictions change depending on your last angle, so manual entry would be a train wreck pardon the pun!

What's the point you are trying to make here?

If that is a problem, then Frontier should make so we can type in 0.13 if we want to.

I don't think it's an obstacle, not even in this engine.
 
Don't need a point, just discussing value input for transform tools. Coaster seems to have a rotational "resolution" of sorts, if minimum value is 0.14 degrees. Length of track would be better choice for manual entry,as whole numbers are accepted.
 
Don't need a point, just discussing value input for transform tools. Coaster seems to have a rotational "resolution" of sorts, if minimum value is 0.14 degrees. Length of track would be better choice for manual entry,as whole numbers are accepted.

I've had 0.01 degrees as value (try changing an already placed and connected piece of track to a 0,00 degree angle, it won't happen). So not sure what you are talking about with 0.14 being minimum.

The biggest problem here is that the value skips from 0.01 to 0.09, 0.12 etc. Lowering the sensitivity of my mouse seems to be giving me smaller values.
I'd just like a feature where we can manually choose values, would be great, not necessary, but just handy.
 
... pretty useless display sequencer.

Nah, the sequencer is awesome. It's a little programming interface for all kinds of cool stuff in your park. Get to know it's characteristics and strengths, you'll like it more. It could use some improvements like more operations for copying attributes easily to other items in the display group, to save a lot of repetitive work, but apart from that it's powerful and cool.
 
Nah, the sequencer is awesome. It's a little programming interface for all kinds of cool stuff in your park. Get to know it's characteristics and strengths, you'll like it more. It could use some improvements like more operations for copying attributes easily to other items in the display group, to save a lot of repetitive work, but apart from that it's powerful and cool.

The display sequencer is indeed a hell of a job to work with, but I think as well it's still possible to create great things with it.
 
Nah, the sequencer is awesome. It's a little programming interface for all kinds of cool stuff in your park. Get to know it's characteristics and strengths, you'll like it more. It could use some improvements like more operations for copying attributes easily to other items in the display group, to save a lot of repetitive work, but apart from that it's powerful and cool.

i know how to work with it and i know of its benefits. still it's not what it could have been if developers had taken their time to think about what a sequencer needs to have to be a tool of value without getting lost within its interface the more you use it. cause the more you use it, it's more of another time-waster.
 
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