Just a few ideas!

Hello,

I've got some few ideas which I'd like to share with you.

First idea:
Some "new" coasters which released with the summer update aren't that new to me.
It's just the same as an existing coasting, but with a different type of train.
I think it would be more logical to add a different train type instead of a whole new coaster.
That way the list of available coasters is shorter and thus less or not cluttered.
For scenario's without a certain type of train, you could still disable that type of train.

Second idea:
It would be nice if we could set speeds, like for brakes and chainlifts (in whole speeds), and angles for corners and tilting and such, manually too (in whole degrees).
It gives the coaster builder much more freedom than it has at the moment and people aren't limited with a set angle snap with certain values. :)
EDIT:

To clarify my second idea a bit, this is what I mean:
No, CptChaosNL means is we can manually set those values to whatever we want in an inputbox. Now we are at the mercy of a slider that isn't precise enough at times. Take the angle snapping for instance, what if I want to snap the track at a 33* angle? Why can't I do that?

I'm curious about how you guys and gals think about these ideas! :)
 
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The second idea is already a thing? You can already set speeds for brakes/chainlifts and you can create angles even less than 1 degree.

The first idea is good though, I'm all about that.
 
The second idea is already a thing? You can already set speeds for brakes/chainlifts and you can create angles even less than 1 degree.

The first idea is good though, I'm all about that.

No, CptChaosNL means is we can manually set those values to whatever we want in an inputbox. Now we are at the mercy of a slider that isn't precise enough at times. Take the angle snapping for instance, what if I want to snap the track at a 33* angle? Why can't I do that?
 
No, CptChaosNL means is we can manually set those values to whatever we want in an inputbox. Now we are at the mercy of a slider that isn't precise enough at times. Take the angle snapping for instance, what if I want to snap the track at a 33* angle? Why can't I do that?

Yeah totally agree with that. We should be able to set angles manually.
 
No, CptChaosNL means is we can manually set those values to whatever we want in an inputbox. Now we are at the mercy of a slider that isn't precise enough at times. Take the angle snapping for instance, what if I want to snap the track at a 33* angle? Why can't I do that?

Ah, that makes sense.. Thanks for clearing this up!
 
No, CptChaosNL means is we can manually set those values to whatever we want in an inputbox. Now we are at the mercy of a slider that isn't precise enough at times. Take the angle snapping for instance, what if I want to snap the track at a 33* angle? Why can't I do that?

Yes, I might've said it a bit unclear, but this is exactly what I mean. :)
 
Chems: Fair point mate.

CptChaosNL: Adjustable brakes, chains, boasters and drive slowly should allow us to manually override, totally agree.
 
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Chems: Fair point mate.

CptChaosNL: Adjustable brakes, chains, boasters and drive slowly should allow us to manually override, totally agree.
Not only this, also for banking in corners. :) Would be nice to be able to manually set the banking in a corner to something like 33 degrees, which is impossible now.
 
Not only this, also for banking in corners. :) Would be nice to be able to manually set the banking in a corner to something like 33 degrees, which is impossible now.

I think in time it will be addressed as technically it gives us more overall control, however I am sure Frontier has been bombarded from every angle known to man with ideas and suggestions so they will probably take it all on the basis of their skill sets their strengths first then employ more devs as time goes by when they have satiated those beloved investors :)
 
Now with the DLC being released, I think it would be nice to have just one type of go kart attraction and being able to select the type of kart I'd like to use.
This makes more sense instead of having 4 different kind of go kart attractions.

Same goes for the powered track rides and the coasters which have technically the same type of track and just different train types. Just like RCT did.
 
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I would agree with the angles suggestion, I always have to settle for like the closest possible decimal the small movement of my hand can allow to my degree goal :p
 
I know this thread is about a year old, but the ideas I posted are still a very wanted! The sliders aren't that accurate at all and their size is rather small, chaning UI size only makes it worse.
I still would love to see some kind of input element in which I can set speed for brakes or angels for corners and other angles manually. Would make my life as a coaster builder way more easier.

Also would like to see some coasters which share the same type of rails being put together. Boomerang - Trident and Boomerang - Bolt have the same rails, but just different trains. That doesn't make them totally different kind of rides at all.
Same goes for Looping - Degen and Looping - The American Arrow and both wooden coasters, to name a few examples.
 
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I know this thread is about a year old, but the ideas I posted are still a very wanted! The sliders aren't that accurate at all and their size is rather small, chaning UI size only makes it worse.
I still would love to see some kind of input element in which I can set speed for brakes or angels for corners and other angles manually. Would make my life as a coaster builder way more easier.

Also would like to see some coasters which share the same type of rails being put together. Boomerang - Trident and Boomerang - Bolt have the same rails, but just different trains. That doesn't make them totally different kind of rides at all.
Same goes for Looping - Degen and Looping - The American Arrow and both wooden coasters, to name a few examples.

Yeah, I would agree with you. The four go-karts, the two steam trains, the three powered track rides, the two mine trains, and the two inverts both share the same track, just with different vehicles. I believe the next update should add in a feature which takes out all the unnecessary rides with different vehicles and makes them one track ride with different vehicles. For example, the Degen and the American Arrow should be the same coaster instead of being separate coasters.
 
Agree on first point. Rather them add “new coaster types” where it’s the same track type/certain mechanisms, I’d rather them just add a new train type to train swap. However, I’m wondering if this is how the engine works. In order for there to be a train swap option, it has to be tied to its own track? Just an assumption. But I would love to see it as you suggested. The euro fighter track is an excellent example. If they were to ever add an intamin blitz I’d rather just see the train introduced to use on the euro fighter track rather than having an intamin blitz train and track introduced.

I also feel like when they introduced train swapping, they mentioned that sounds and animations are tied to the track not necessarily the trains. So when swapping certain trains to certain tracks you may not get the true animations/sounds but don’t quote me on that!
 
I guess that for the most part, I can just mentally fudge the fact that they don't have every design by just pretending that I'm working with my preferred manufacturer, make, and model as long as it has the same basic track restrictions and features. This is kind of like what I did in RCT. Its kind of weird using Arrow track to satisfy designs for Schwarzkopf loopers, Vekoma loopers, Intamin loopers, etc., but its just a suspension of disbelief. Also, its weird that we can build Giovanola inverts, and have to use them to imagine SLC's, but whatever.

I just really wish that there was a way to have a standard steel looping coaster with lapbars. The closest I can come is with the hybrid coasters (and those don't have vertical loops) and the Premier Rides launched coasters while using a Maverick-esque slow launched lifthill. A lot of things I can fudge, but seeing guests with OTSRs instead of lapbars take me out of it. Realistically, airtime is kind of meaningless with OTSRs. And, its hard to get the full effect of theming and visuals when the vision is impacted. I'm not entirely sure if this is factored into excitement or not, but in my mind it bothers me.
 
I guess that for the most part, I can just mentally fudge the fact that they don't have every design by just pretending that I'm working with my preferred manufacturer, make, and model as long as it has the same basic track restrictions and features. This is kind of like what I did in RCT. Its kind of weird using Arrow track to satisfy designs for Schwarzkopf loopers, Vekoma loopers, Intamin loopers, etc., but its just a suspension of disbelief. Also, its weird that we can build Giovanola inverts, and have to use them to imagine SLC's, but whatever.

I just really wish that there was a way to have a standard steel looping coaster with lapbars. The closest I can come is with the hybrid coasters (and those don't have vertical loops) and the Premier Rides launched coasters while using a Maverick-esque slow launched lifthill. A lot of things I can fudge, but seeing guests with OTSRs instead of lapbars take me out of it. Realistically, airtime is kind of meaningless with OTSRs. And, its hard to get the full effect of theming and visuals when the vision is impacted. I'm not entirely sure if this is factored into excitement or not, but in my mind it bothers me.

Which is the Giovanola one?

Do you mean the 2-seater invert B&M style?

There is one in China.

https://rcdb.com/6712.htm
 
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