Alpha 2.2 update!

Zac Antonaci

Head of Communications
Frontier
Hey guys,

Great news! The development team have been hard at work and have just released their second alpha update in the last 3 days.

The update contains a couple of nice new features to help with Coaster construction, a bug fix and stability updates.

The first addition is the ability to toggle coaster support intersections on or off globally. This means that you'll be able to have greater flexibility on how your park looks by setting how coaster supports behave with the park around it. Here's where the option is located...

PC_Supprt_Settings.png

The second feature added is a banking cam. This optional camera automatically adjusts the view when you're making banking twists to allow you to make fine and precision movements from a view of the track. Here's an example of the cam in action...

PC_Bank_Camera.png

Coasters, like the rest of Planet Coaster, will continue to be developed and will see continued improvements including even smoother coasters and banking twists.

While we're on the topic of coasters I should probably say we've been watching the discussion threads with interest. We've noticed a number of topics from people debating the specials, features and track pieces and whether they should be applied to all coasters. We are watching the discussions with interest but I just thought it would be good to remind people that for us, rides and coasters in Planet Coaster offer something extremely unique which is their true authenticity. What's more, and I probably shouldn’t mention this, the authenticity (or limits on some coasters) will be used to great effect as challenges in the campaign scenarios. So that’s probably something that the team will consider in how these rides are developed.

In addition to the coaster features mentioned above we also have a couple of bug fixes and stability changes too. The bug fix addresses building tilting. We've been really impressed with the way the community have used this bug. However, the feature was never intended to work in this way. We can see the merits of having building angles, perhaps to create a beautiful Victorian high street or rickety house, but we expect these adjustments to come from scenery pieces rather than buildings. The other bug fixes are aimed at improving stability even more.

As always, the development team are actively looking and reading your feedback so keep it coming! The team will be working incredibly hard towards our next alpha milestone and I'm sure you'll all join me in giving them all the support possible and we'll have more details on all that juicy development as we get closer to alpha 3!

Thanks!

Zac
 
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Great Zac, thanks for letting us know. The supports intersecting scenery is a great feature indeed... however, it does not work with alpha 1 trees and shrubbery. Hopefully, you can pass that on to devs in charge of that part.
 
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Thank you for the quick updates addressing the various issues we encounter! Really did not expect that [up]

Nice!

We need the cheatcode [yesnod]

We NEED? [where is it]

On topic: is this global coaster supports setting just the beginning as in "there will be a local setting for each park/coaster/support"?
 
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Nice to see such active development.

Im sure a fair few people would agree with me that keep those limits in place for the scenarios and challenges in the campaign, but let us have that sand box that you teased us with in alpha one![big grin]

personally for me I love the challenges but there are days I just want to make that coaster that is in my head! Sure it might not be the way B&M normally builder a flyer..but its my flyer! Years I go I didnthink we would see what RMC is doing with coaters, let alone thinking about a launched wooden coaster yet we have those now!
 

Vampiro

Volunteer Moderator
Awesome to see another update!!

After reading the explanation i wonder now if we will be able to make custom loops and elements in the future?
Or will they remain restricted because of reasons you just explained.

(For example a half loop into a corkscrew...which is not available at the moment as a trackpiece nor can we make it ourself)
 
Nice update. Thank you.

And with the new camera the banking seems to work much better. Now the Degree of banking shown and i am happy.

Great Zac, thanks for letting us know. The supports intersecting scenery is a great feature indeed... however, it does not work with alpha 1 trees and shrubbery. Hopefully, you can pass that on to devs in charge of that part.

Seems to have been forgotten. Would be nice to add them.

Concerning the coasters. I am all for reality there. But some things have just not been implemented yet.
 
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So i'm assuming this banking Cam should also help with banking and track development underground!

can't wait to give it a go

fantastic work with the Supports!!!
 

Zac Antonaci

Head of Communications
Frontier
Great Zac, thanks for letting us know. The supports intersecting scenery is a great feature indeed... however, it does not work with alpha 1 trees and shrubbery. Hopefully, you can pass that on to devs in charge of that part.

Thanks for letting us know. I've had a chat to the dev team and yes this is a bug, it will be looked at and addressed, most likely in the next update. :)
 
Awesome to see another update!!

After reading the explanation i wonder now if we will be able to make custom loops and elements in the future?
Or will they remain restricted because of reasons you just explained.

(For example a half loop into a corkscrew...which is not available at the moment as a trackpiece nor can we make it ourself)

This is the reason alot of us want to go beyond vertical! While sure the arrow style coaster might not have vertical track, it also in real life not every single loop is identical, they have different tracks leading into and out of them, the last thing I would like to see in PC is having a tiny flat segment right before every loop just to make the prefab fit.

On one hand we are getting lots of freedom but then on other its taken away and makes it a night mare to use;.

I would hate to see it come down needing to use prefab inversion rather than being able to make our own. Custom pitch and roll on the track just makes everything so much smoother.
 
The first addition is the ability to toggle coaster support intersections on or off globally.

What exactly is this - the support beams/poles that hold the rails up?

I haven't played the game but a few days, probably why I'm not seeing the importance.
 
What exactly is this - the support beams/poles that hold the rails up?

I haven't played the game but a few days, probably why I'm not seeing the importance.

The support pipes that anchor to the ground will disappear if even a bush is placed near it. Now, you have the option to have that support go through a tree, bush, building, whatever, so the track doesn't appear to hover in the air with nothing to support it.
 
Something that still bugs me in RCT3 is the restrictions in the different coaster types. Maybe there can be an option for the non-campaign scenarios for all coasters to have no building restrictions.
 
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