Actually, if you designed a coaster so poorly that sustained too many forces on the coaster chassis, the car would indeed fly off the track! This is just basic physics. The reason why it never happens in real life, is because coasters are designed by highly skilled engineers and are bound by numerous safety codes and regulations. Plus, it doesn't look good for a coaster company if your $1,000,000 coaster trains fly off the track! RCTW actually got something right, and I wouldn't mind seeing it in PC. If you build an unrealistic coaster, it shouldn't work and should obey the laws of physics.
To be clear: there's a reason why modern coasters use upstop and guide wheels, each of which are nearly a quarter of a meter in diameter, and each of which are made of solid steel with a rubber lining, all anchored in place with what are effectively steel I-beams rooted to the bottom of the carriage. Yes, it is hypothetically possible to build a roller coaster that could experience such tremendous forces that every single one of those beams would bend. But you would literally kill your guests at about a hundredth of that amount of force; the tissues in their cell walls would start degrading before that point. I mean we're talking going several hundreds of miles per hour into a curve with the train going around the outside and which has a radius of about a meter before this sort of thing starts happening. The reason that so much care goes into designing coasters isn't fear of derailment; at least not since the turn of the 20th century. The only roller coaster left in existence which even CAN derail is Leap the Dips at Lakemont park, which was built in 1902 for crying out loud. No, the care in design is because the human heart stops pumping blood at something like 12 g's, and if you reach that point you've already caused external bruising and severe blackouts in every passenger that isn't a trained jet pilot or an astronaut.
Look, I've spent years studying physics and my life's ambition is to design roller coasters for a living, so this is something which I consider myself to be extremely knowledgeable about (if only for the number of times that I've had to convince friends that a ride IS, in fact, perfectly safe to ride). Derailment hasn't been physically possible since Side Friction coasters became a thing of the past. Any coaster that could derail would have to be specifically designed to do so, and it would be so painfully obvious that it was going to murder its guests that a three-year-old could look at it and say "that looks stupidly dangerous and I'm never going on it ever". It would put RCT3's "Red Mist" coasters to shame, and then some more on top. It just could not happen without forces that make a spacecraft reentering Earth's atmosphere look like a child on a playground slide, or else a manufacturing defect on the train that would INSTANTLY put the manufacturer out of business and involved in several dozen lawsuits--not to mention it would have set off red flags from the dozens upon dozens of inspections that have to be completed before a ride is allowed to even be tested, much less opened to the public.
No, if RCTW wanted to shoot for "Realism", they should've shown guests greying/blacking out and screaming in pain and getting off rides with bruised or broken limbs, instead of a coaster derailing, because physical injuries to riders are actually common on poorly designed rides (just look at Intimidator 305 when it first came out). Of course it's also extremely grim and not really suitable for such a happy-go-lucky cartoonish game, but that's the price of "realism" for you.
Also, a $1,000,000 large-scale coaster would be considered by most parks to be extremely cheap. [tongue] $10,000,000 is more the norm or even the lower end right now.
Okay, rant done. Sorry for getting all "doom and gloom I am right and you nonbelievers shall go to ❤︎❤︎❤︎❤︎ [mad]", but this is something I feel quite strongly about. I totally agree that the "coaster flies off the end of the track and kills everything" idea is fun but should be saved for the end of development, since it's just not necessary to the game. Like, sure, crashing things is always entertaining, but if I want to go on a managerial rampage I'll go summon some volcanoes in SimCity 4. It's just too much effort going into a "feature" that's ultimately a huge design restriction. Plus, who are Atari to decide what is and isn't possible? The envelope on what coasters are capable of doing is getting expanded every day. Just look at what Rocky Mountain Construction are doing with wooden coasters! If you showed someone from ten years ago the POV of Wildfire they would tell you it was utterly impossible and direct you to Son of Beast as proof, but nevertheless, there it is. Anyone want to try recreating Wildfire in RCTW for me and seeing if it breaks? [tongue]
Exactly what I was trying to say but better written lol.
Yea, those assemblies (in fact fabrications for the most part) are designed to survive a 20+ year life without so much as a weld showing a hairline crack. That automatically rules out instantaneous failure no matter how much speed is involved. Unless, as you say, if enough force were employed to make the train leave the track, the weak humans inside would already have been liquified. They would be soup.
All RCTW has done with their derailment 'feature' is to try and cash in on the previous games fun idea of killing guests. They tried to make that idea bigger, but in doing so they made it less realistic and therefore imo less amusing.
To be clear: there's a reason why modern coasters use upstop and guide wheels, each of which are nearly a quarter of a meter in diameter, and each of which are made of solid steel with a rubber lining, all anchored in place with what are effectively steel I-beams rooted to the bottom of the carriage. Yes, it is hypothetically possible to build a roller coaster that could experience such tremendous forces that every single one of those beams would bend, allowing the wheels to disengage from the track and eventually depart from it at an intense curve.. But you would literally kill your guests at about a hundredth of that amount of force; the tissues in their cell walls would start degrading before that point. I mean we're talking going several hundreds of miles per hour into a curve with the train going around the outside and which has a radius of about a meter before this sort of thing starts happening. The reason that so much care goes into designing coasters isn't fear of derailment; at least not since the turn of the 20th century. The only roller coaster left in existence which even CAN derail is Leap the Dips at Lakemont park, which was built in 1902 for crying out loud. No, the care in design is because the human heart stops pumping blood at something like 12 g's, and if you reach that point you've already caused external bruising and severe blackouts in every passenger that isn't a trained jet pilot or an astronaut.
Look, I've spent years studying physics and my life's ambition is to design roller coasters for a living, so this is something which I consider myself to be extremely knowledgeable about (if only for the number of times that I've had to convince friends that a ride IS, in fact, perfectly safe to ride). Derailment hasn't been physically possible since Side Friction coasters became a thing of the past. Any coaster that could derail would have to be specifically designed to do so, and it would be so painfully obvious that it was going to murder its guests that a three-year-old could look at it and say "that looks stupidly dangerous and I'm never going on it ever". It would put RCT3's "Red Mist" coasters to shame, and then some more on top. It just could not happen without forces that make a spacecraft reentering Earth's atmosphere look like a child on a playground slide, or else a manufacturing defect on the train that would INSTANTLY put the manufacturer out of business and involved in several dozen lawsuits--not to mention it would have set off red flags from the dozens upon dozens of inspections that have to be completed before a ride is allowed to even be tested, much less opened to the public.
No, if RCTW wanted to shoot for "Realism", they should've shown guests greying/blacking out and screaming in pain and getting off rides with bruised or broken limbs, instead of a coaster derailing, because physical injuries to riders are actually common on poorly designed rides (just look at Intimidator 305 when it first came out). Of course it's also extremely grim and not really suitable for such a happy-go-lucky cartoonish game, but that's the price of "realism" for you.
Also, a $1,000,000 large-scale coaster would be considered by most parks to be extremely cheap. [tongue] $10,000,000 is more the norm or even the lower end right now.
Okay, rant done. Sorry for getting all "doom and gloom I am right and you nonbelievers shall go to ❤︎❤︎❤︎❤︎ [mad]", but this is something I feel quite strongly about. I totally agree that the "coaster flies off the end of the track and kills everything" idea is fun but should be saved for the end of development, since it's just not necessary to the game. Like, sure, crashing things is always entertaining, but if I want to go on a managerial rampage I'll go summon some volcanoes in SimCity 4. It's just too much effort going into a "feature" that's ultimately a huge design restriction. Plus, who are Atari to decide what is and isn't possible? The envelope on what coasters are capable of doing is getting expanded every day. Just look at what Rocky Mountain Construction are doing with wooden coasters! If you showed someone from ten years ago the POV of Wildfire they would tell you it was utterly impossible and direct you to Son of Beast as proof, but nevertheless, there it is. Anyone want to try recreating Wildfire in RCTW for me and seeing if it breaks? [tongue]
However, and please don't take this the wrong way but I really feel like the park should have decent water by this point. If at all, can you please explain why you are putting this off far too long? Thanks again!
They clearly have been making decent progress on this given it's been shown in the E3 footage and it looks good. It's being 'put off' for a reason, they are still putting the finishing touches to it & why should they have it 'by this point' given how long it is until a provisional release? Based on some of your previous posts you do seem to be getting overly caught up in the fact it hasn't been added to the alpha as yet resulting in you thinking the game is due for a big release delay. Have you still not purchased or pre-ordered the game as yet given your comments in the 'next update' thread?
I got it last night. Its Sunday morning for me. I noticed that new ride I'll play with it today. Last night I thought what was going to be in this update. It was kind of big. Maybe water or security staff/park management.
Will there be a "normal" carousel in the game? A single level one, and maybe a larger grand carousel? Also, will additional rides be made available after the final release to download? You know, how RCT3 had expansion packs? And user made scenery and rides? But will Frontier make additional rides to add into the game after the final version? Are there rides in development now that we haven't seen yet? Will there be horror theming and haunted mansion tracked rides? How about a mini golf like RCT3 to use in custom walk-through haunted houses? That's what I like about RCT3. You can build your own custom structures, like make a custom walk-through haunted house with mini golf path without golf holes so that it counts as a ride. When will we see the steam train ride? Not until the final build? Will there be tracked car rides, like sports cars and antique cars?
To answer all of that for you in one go: there is a lot of stuff in production that we have not seen yet and I'm sure it's all going to be amazing! Alpha releases normally don't contain much content, only the framework, so I'm pretty sure we can expect a lot more stuff by release.
I agree as well... People need to realise the Alpha's are to get feedback and test stuff out. The Alpha's focus is all about the complex features :
- Building
- Paths
- Terrain Editor
- Coaster Editor
- Guest simulation
I think thats also why we have only 2 themes so far. If those work well, then all of it will work. Another wall piece won't need special testing as it will work the same way as all other walls work.
And thats i think also the reason we only had 4 new flatrides in Alpha 2. If they have any bugs they will be pretty easy to fix and they don't need excessive testing.
I don't want to have my expectations too high, but following this logic there might be a lot of stuff on the shelf that we will get that doesn't really need too much testing in the Alpha's.
But overall it's pretty clear they're trying to make an RCT3 for the modern era, so I think the overall content will be as broad as original RCT3 release and will expand from that point, either by full expansion packs or DLC. (I don't often have this view, but DLC for individual rides might make more sense than bundled expansions for this game).
I dont know about that...
We more or less have darkrides confirmed. (if the game is popular enough they will be added, the answer has pretty much been given by pre-sales alone)
But darkrides isn't just 1 feature... It's the ability to make it dark indoors but would also require some omnimovers, slowmovers, etc etc...
In my opinion thats too much for just a single DLC, i think this will be more like a real expantion pack.
- Feature to make indoor buildings dark
- Omnimovers and other dark ride trains (boats!)
- Custom music (pretty much needed with darkrides)
- Animated stuff (like opening and closing doors)
If the game is popular this is most probably another moneymaker for Frontier since it would add a lot of stuff that is heavily requested [happy]