8 *new* coaster types thanks to train switch!

The ability to switch trains on tracks is really what makes this anniversary update (1.4) awesome. That and the restriction toggle (often needed for these CTR by the way).

Here are 8 new types I thought of. None are 100% spot-on or perfect, but you can definitely have fun with them!

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S&S launch coaster

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Gerstlauer Infinity

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Gravity Group wooden

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Zamperla Thunderbolt

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Intamin Intimidator 305

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Ride Tek Inverted

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The Smiler

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Schwarzkopf looping coaster
 
YEs, these resemble their real life counterparts much bette now.
Great info.

Only the schwarzkopf has the wrong trains (6-seater vs 4-seater.
 
Only the schwarzkopf has the wrong trains (6-seater vs 4-seater.

I used the Intamin 4-seater (Invincible), so that's correct. But aside that, the two trains are quite different, the Intamin has open sides whereas the Schwarkopf is more like a box.
The downsides with this combinaison tho are:
- The awfully large Pioneer station ;
- The lack of curved lift.
 
Also, I've put the Zenith trains on the Barghest track for the Intamin Blitz coasters. Again, not perfect, but good enough until we get an official model in game.

As a side note, I love that you have to original turn on I305 in the picture
 
This is all pretty awesome!
BUT your pictures show a HUGE FLAW of the game which is still not adressed: The disappearing supports!
Just have a look at your "Ride Tek" - Invert: It´s all free-floating track!
How can Frontier excuse the absence of certain things with "realism", when this gravity defying nonsense is still a thing?!
 
This is all pretty awesome!
BUT your pictures show a HUGE FLAW of the game which is still not adressed: The disappearing supports!
Just have a look at your "Ride Tek" - Invert: It´s all free-floating track!
How can Frontier excuse the absence of certain things with "realism", when this gravity defying nonsense is still a thing?!

Which is also part of design flaws from the coasterdesigner itself.
You place the track, so you also decide if you want supports or not.

Support's not there? Move the track a tiny bit so it is.
 
Which is also part of design flaws from the coasterdesigner itself.
You place the track, so you also decide if you want supports or not.

Support's not there? Move the track a tiny bit so it is.

Sorry, but that´s simply not true. Build an ingame cobra roll and the whole "cobra"-part is not supported at all on most coasters. (to be precise: The supporst appear for a split second only to vanish right away)
Build a compact coaster with cross-over sections and the supports completely vanish. The same happens when you build a coaster over existing path or when you try to build
path underneath a coaster.
Even if you´re very careful and try to snake your path around the supports, they disappear if a bit of path comes even close to the support (even without touching it).
It wouldn´t be so bad, if the support would spawn itself in a nearby position, but it just doesn´t happen.

The Sidefriction coaster is the first ride in PC that actually lets you build track on multiple levels.
 
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Which is also part of design flaws from the coasterdesigner itself.
You place the track, so you also decide if you want supports or not.

Support's not there? Move the track a tiny bit so it is.

we dont have control over where the supports spawn so this is not a designers fault.
 
^^ & ^ Haha, I know right. Nothing compare to Anton. But hey, until we have a proper Schwarzkopf track and train...
I'm happy how my loop is shaped, don't you think it's pretty close? [cool]

BUT your pictures show a HUGE FLAW of the game which is still not adressed: The disappearing supports!
Just have a look at your "Ride Tek" - Invert: It´s all free-floating track!
How can Frontier excuse the absence of certain things with "realism", when this gravity defying nonsense is still a thing?!

This is hardly a flaw to be honest. First, the Ride Tek was build using the Suspended coaster, and by no means it is supposed to make inversions and all that (look at the remaining supports, it's not fitting the style neither). They said that disabling restrictions would cause side effects such as this. We nagged then for a year to allow us to do crazy things with tracks... now we can't say we weren't aware. [haha]
That's a trade-off I'm more than willing to pay. I can always custom-support it (hey Frontier should release supports as scenery pieces, that'd be nuts).

Second, I don't know if you realize what you're asking for. I think Planet Coaster already has quite an advanced auto-support algorithm already. It takes height in account, multiple supports in a row, banking, and simple avoidance. Asking them to auto-support your track no matter how complex this would be is inconceivable. Even real ride designers have to do most of it by hand, then only helped by stress-analysis programs.
 
have to do most of it by hand

Wish we could do that in PC.

For the supports being procedurally generated in real time they aren't bad at all. The problem of disappearing supports is often caused by the lack of support variety, since it happens on all coasters, not just when you switch trains and turn of restrictions. Also, many of the supports have incorrect shapes and sizes, namely the supports on the intamin rides. They are way too thin which isn't realistic at all.

Having a support editor would be great, but even just different sized beams, footers and flanges would be great to have as scenery objects. Making them custom with art shapes is possible, but the texture and size often don't match, it's a pain to build them with the broken 3D gizmo, and not to mention the enormous amount of objects required when fully custom supporting your coaster. Right now, one medium sized flange has over 50 objects in it.
 
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With all the coaster switching now available, is it possible to do a launched Shuttle-Loop coaster?

No, unfortunately there is no coaster in the game that supports shuttle and launch, except for the suspended impuls coaster.
 
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