Alpha 2.2 update!

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.
So no one will ever be able to align walls/floors with sloped paths .-.
And we gotta hope that brand new assets are released like the "Upside down triangle wall" or the "Sideways pipe" [bored]
 
Hey these type of coasters should get for the game :D
RMC (I-BOX, Topper Track, Single Track)
Mack (Mega, Bobsled, Dark, Launched Roller Coaster, Wild Mouse, Spinning)
Railroad theme coaster (ARROW)
Zierer ( Large & Small Tivoli, Family, Custom Tivoli, Elevated Seating)
Mack Launch Coaster
Wooden Coaster
S&S Coaster (S&S Fly, El Loco, Air Launched, 4D, Free Spin, 4th Dimension, Free Fly)
Wooden GCI
Gerstlauer (Euro-Fighter, Bobsled, Junior, Spinning, Launched LSM, Steel, Family, Family Shuttle, Infinity Coaster, Launched family, Kiddy, Hypercoaster) (Some of these can be ones that are one)
Vekoma (Shuttle,Inverted Shuttle, Suspended Family Coaster, Motorbike, Junior, LSM Launch, Vekoma Looping [same as ARROW)
Premeir Rides (LIM Catapult, Steel, Water Coaster, LSM Catapult, Diving LSM, Sky Rocket I & II
Intamin (GIGA, LIM Twisted, LIM Launched Inverted, Zac Spin, Wooden)
Gravity Group (WOODEN)
 
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I hope they will add Schwarzkopf Steel Looping coaster in the coming updates.

It's used in coaster like Looping Star, Greezed Lightnin, Laser, Olympia Looping, Wiener Looping and many others.
 
I love the work Frontier have done on their terrain tool, their piece by piece tool and their scenery tool. Those tools are amazing because they have so few restrictions allowing people to build, place and sculpt anything they please. Don't undersell the coaster tool by restricting what players can do with it! [sad]

This, 100 Times.
Right now the coaster editor is FANTASTIC, BUT the limitations stifle creativity and also mean some recreations of realistic real coasters just wont be possible.
 
I'm with a lot of others in this thread who think in sandbox modes, coasters should -not- be limited.

That's one of the absolute best joys of theme park games - the ability to do whatever one dreams up, even if it's not feasible in real life. Yes, for challenge/scenario modes, it makes sense to have some restrictions (even RCT1 did this). But if I want to build a Stairway to Heaven followed by 47 helixes and a 90 degree drop into the Earth, GOSH DARNIT I SHOULD BE ABLE TO.
 
Thank you so much Frontier for the continued hard work, the level of effort and love being shown, building a new dynasty !!!!!!!

Its amazing to be involved in the start of something so special
 
I have loved the Roller Coaster Tycoon series from the first game all the way up to here! This is just pure beauty and amazement! I have been playing this like crazy lately! I am so amazed and just blown away with everything from the detail to how the people interact and do things. Look around at the scenery as if to be real!!

Now the coasters on here!!! DAMN!!! These are so awesome!!!! tough at first but so easy to manage along with the park! I have missed the previous Q&A but I hope there are more to be held and I will definitely watch the coming events!

KEEP UP THE GOOD WORK GUYS!!! You do amazing work! Proud to be apart of the community
 
I would agree that freedom should be prioritized but I can understand why limiting certain features makes sense in special circumstances. Wouldn't it be better if instead of making certain track positions locked out, the player simply gets a warning (perhaps the track turns red) when you attempt to do something the devs think is unrealistic. I would even suggest two warning states; implausible and impossible. Then, in campaign mode, when you try to do something implausible, the engineering and construction costs for that element are much higher than normal maneuvers but still possible. Impossible elements could be much much higher priced than regular elements.

Of course in sandbox mode, it wouldn't matter how expensive an element was, but it would still be nice to know when your coaster was getting too unrealistic.
 
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Oh dear, so much has been said already about this update, that I have a hard time ordering my thoughts.

To sum it all up, the most important thing as far as I am concerned, is to have no restrictions at all. At least not in sandbox mode. If there are those that want certain restrictions, for instance in coaster building, then it would make sense to add an option for it in the settings. If I can check a box saying "unlimited everything", then I'll be the happiest kid in the world [big grin]. One of the things that I have been trying to accomplish with the coaster builder, is an S-shaped drop. This means, that I would have to be able to make a drop that goes beyond 90 degrees. So far, I've only been able to trick one of the coaster types into doing it. Yes, trick. Because there is no direct way to do it in any of the types currently in the game. And of course to not be able to bank a full 360 degrees is also a very annoying limit. Devs, can you please give us a few more options in the next bugfix update?
 
I just wish someone from Frontier would chime in to let us know what they are thinking. Lots of feedback left and not a word from them. Perhaps they are hard at work adding the freedom to the coaster editor and trying to figure out how to implement the "bug" for building objects?

One can dream...
 
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I just wish someone from Frontier would chime in to let us know what they are thinking. Lots of feedback left and not a word from them. Perhaps they are hard at work adding the freedom to the coaster editor and trying to figure out how to implement the "bug" for building objects?

One can dream...

They did this last time. A month before alpha2 launched they did weekly Dev vids and Q&As but prior to that, *chirp*.
 
One way to implement this as a feature rather than a bug is to simply deactivate facilities once the building got tilted or deactivate tilting once a facility has been placed so the tilted building does not need to interact with the path system, it's just there for theming. I think that would be fair compromise.

But i find it odd that they fixed that loved bug very fast, but left some very annoying bugs in there (like the jumping of pieces when trying to change the vertical position) [sad]
 
I have heard you can't overbank turns on some coasters that really should be able to, or easily create custom inversions on B&M looping coasters (the game's prefab loops look pretty darn bad at the moment)... this to me is a real worry. I agree with the suggestion that sections of track that go 'against the rules' could be more expensive or something like that. Make it realistic where it counts and give us freedom where it's fun!

It seems like the devs are probably not going to budge on the issue, but if you are going to place limitations, PLEASE make sure you research in-depth... what different types of coasters can do, what their manufacturers do with other coasters, if there are crossovers etc. so you're not placing limitations in the wrong areas!

I'm probably referring to coasters like the next gen Intamin Accelerator coaster, or the Sprint 500, that apparently cannot go vertical or be overbanked... Intamin has built a coaster with the exact same track/similar cars at Ferrari World at Port Adventura that goes up a 300 foot vertical top hat. I'm sure if they got an order for an overbanked turn on a next project for the same type of coaster, they would include one. Yet in PC, the player would be stuck with a limited number of options because the whole style of coaster was based on one coaster's layout. There are a lot of blurred lines in the coaster world that would be frustrating if they're simplified in PC because of a lack of research.

Keep up the good work guys... I only write this stuff because you guys are awesome at listening and have good heads on your shoulders!
 
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One way to implement this as a feature rather than a bug is to simply deactivate facilities once the building got tilted or deactivate tilting once a facility has been placed so the tilted building does not need to interact with the path system, it's just there for theming. I think that would be fair compromise.

What about deactivate tilting only in facilities and tilting activated in other objects?
 
So I think it's time for a new update without limitatations of coasters so people wil able to make a correct immelhamm or dive loop. And of course more inversions.. And is there a possibilty to remove supports? I made al lift hill en de supports make clashes. I hope they bring us a new update this week incl. a Wooden Coaster and more freedom...
 
Why not making beside the standard track parts, a special track part which costs more the standard part (in the career). With this special part you can create your own inversions without limitations. There should be only limitations on non-inverted coasters like the children coaster or wooden coaster.
The price of this special track can be calculated by roll-angle, height, length and pitch-angle (and maybe the G-forces).
 
So I think it's time for a new update without limitatations of coasters so people wil able to make a correct immelhamm or dive loop. And of course more inversions.. And is there a possibilty to remove supports? I made al lift hill en de supports make clashes. I hope they bring us a new update this week incl. a Wooden Coaster and more freedom...

I think that's a bit to much to ask for, but we'll see about that :)
as for the supports: just disable the option to let supports intersect the scenery in the settings and place some bushes below the track: voilà, floating coaster :p
 
… ❤︎I agree with the suggestion that sections of track that go 'against the rules' could be more expensive or something like that…

…I'm probably referring to coasters like the next gen Intamin Accelerator coaster, or the Sprint 500, that apparently cannot go vertical or be overbanked... Intamin has built a coaster with the exact same track/similar cars at Ferrari World at Port Adventura that goes up a 300 foot vertical top hat. I'm sure if they got an order for an overbanked turn on a next project for the same type of coaster, they would include one. Yet in PC, the player would be stuck with a limited number of options because the whole style of coaster was based on one coaster's layout. There are a lot of blurred lines in the coaster world that would be frustrating if they're simplified in PC because of a lack of research…

Exactly! I had that idea to make 'impossible' maneuvers simply more expensive than normal track after watching a documentary on Arrow coasters that someone posted here. The documentary makes a good case that almost anything is possible given the engineering resources to work out the kinks. Coasters are constantly pushing past the perceived limitations as you pointed out.
 
So I think it's time for a new update without limitatations of coasters so people wil able to make a correct immelhamm or dive loop. And of course more inversions.. And is there a possibilty to remove supports? I made al lift hill en de supports make clashes. I hope they bring us a new update this week incl. a Wooden Coaster and more freedom...

Not going to happen. There won't be any more releases till Alpha Phase 3 now and even then no wooden coasters. Tbh I think you are significantly over asking at this time considering where we are at.
 
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