Alpha Livestream 3: Fast-track - Wednesday 7PM BST

Edward Lewis1

Frontier
Hi again!

Another exciting livestream tomorrow at 7PM BST on our official YouTube channel!

Plenty of time to ask Game Director Jonny Watts and Lead Artist Sam Denney lots of questions about roller coasters and rides! Get them in the thread below, and we'll try to get through as many as possible tomorrow night.

We'll probably have some videos to show you, too... if you behave! ;)

See you tomorrow at 7.

Ed

https://www.youtube.com/c/planetcoaster/live
 
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Hi team. Thank you for doing these live streams. My question is:

Will the guest sounds on roller coasters be improved in Alpha 2?
 
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Can you show how the 4D coaster works/is build?

Please just in general show more of the coasters and the builder in general [haha]
 
Week 3 and still excited. The coaster builder has been so much fun so far. Where do i want to go, which track do i need for that.

So if i got it correct:
- Can we keep our old coaster tracks from Alpha 1? => Yes
- Can we keep them without change? => Maybe
We might have to change the building around the station, because it got bigger/wider now
The train might change if you put an Arrow/Vekoma train onto a B&M track for example or the track used in game so far is for the floorless coaster (werewolf) and it had a hyper coaster train (rage).
- Can we switch off Auto Tunnel => Yes

- Did Frontier decided yet if we get switches, transfer- and sidetracks?
- Can we put Stop Breaks with time setting where we want?
- Will rides have a setting for family, thrill, extrem thrill or is it just rounds?
 
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Hi Jonny & Sam, Just a few questions from me.

1 Are you planing on introducing Dodgem Cars, Ghost Train and other similar tracked rides?

2 Will the Wooden Coaster be available in alpha 2?

3 How many types of transport rides are you planing on having in Planet Coaster, and what types will be included for the final release?
 
Love the game. Great job

Can you tell us how much more control we will have over track control like steepness and banking?
 
1. Will the suspended Coasters be in Alpha 2 or future builds?
2. Will we be able to import onboard soundtracks to the coasters?
3. Will there be ride operators running the coasters?
4. Will there be ride announcements?
 
1. Will there be any track switches or transfer tracks for coasters in alpha 2? If not are they something that you are working on for final release?

2. What can you tell us about where you will be going with omnimovers and other track based flat rides? For example the Cheshire cats style ride we saw concept art of?
 
Are any transport rides included in Alpha 2?
I really want to play with 'Connie Express' steam train ride.

Also will a Wooden coaster be in Alpha 2?
 
From my other thread. I know some of these questions have been answered in the recent videos, but I will still post the questions.

1. Types of Coasters - What types of casters will be available for Alpha 2 and can you tell us about any other types that will be in by launch that you would like to share?

2. Track options - In addition to chain lift and brakes, what types of track options will we see in Alpha 2. I assume boosters will work now. How can these be customized? Will we have block brakes? ...transport track? ...different types of launch options including reverse launch, multiple circuits?

3. Stations - How will stations differ (if at all) in Alpha 2? Any customization like size/length and queues inside of the station? And of course the obligatory will the station have transport/brakes!?!?! [noob]

4. Editor - Are there any new features that will be available with the editor? Will the limitations to the pitch and roll be removed to allow for custom inversions? Is there a chance that we can have the ability for longer segment lengths beyond 20m, (especially for hyper/giga coasters)?

5. Smooth Tool - Will there be any improvements to the smooth tool? Right now it seems to just 'flatten' everything out. Is there a chance for a continuous roll option similar to No Limits 1? Or will there be any other way to remove the kinks that are inherent to the way the current track pieces are formed by the editor? Will there be options to lock in certain features before using these tools, i.e. position or roll?

6. Color/Theme customization - Will this be available in Alpha 2? To what extent can we customize colors and themes for each type of coaster? Will there be themed train styles?

7. Advanced features - Will there be any support for true heartline roll?

8. Ratings - Will there be any type of rating system introduces in Alpha 2? Excitement, intensity, nausea, etc?

9. Statistics - Will there be any kind of statistics and graphs for stats like speed, G forces, etc?

10. Peeps - Will we have any new animations to go along with Alpha 2? Will peeps still teleport from the gate to the seats?

11. Ride Camera - Will there be any improvements to the ride camera besides the new wheel cam?

12. Supports - Will there be any support editing tools, including custom supports?

12. Miscellaneous - Will we be able to move coasters? Will we be able to save and reproduce coasters, or will this be with blueprints in Alpha 3? Will the test and autocomplete features be introduced in Alpha 2? Can we have a daytime edit mode when in nighttime and vice versa?
 
On additional question.

Can we turn the track 360° now to make custom loopings? There was a point you could not turn the track upside down, but had to choose between one side or the other.
 
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2 Will the Wooden Coaster be available in alpha 2?

Hi, thanks for the stream - loving the game so far and can't wait for Alpha 2

Wooden Coaster - Confirmation for A2 / A3 please! - +1

Also - Banking - will we have FULL 360 banking - at the moment it jumps from about 120 to 240 degrees and we can't go true 180.
 
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In RCT1/2 we are able to make carts (like the magic catz ride) go through doors with the doors opening/closing. Any ideas to implement this into PC?
 
Keep up the good stuff frontier!

1. Will we be able to add / remove / move the supports on a coaster? (and paths)

2. Are some of the limits in the alpha 1 coaster removed? -Think vertical drop / upside down banking to make custom loops.

3. What tracked rides besides coasters will we see next?

4. How much customisation will we have on flat rides? Several basic predetermined programs or all out costomizeable times and heights speed etc. Or is it somewhere in between?
 
The Hype gets bigger and bigger. My Questions about Rides:

- Did you drive? all the Rides and Coasters you have implemented by your self?
- When your at a Theme park, are you just asking the Bosses, hey we are from Frontier can we do some fotages and stuff for our coaster game? How does that works? :)
- if iam asking you witch coaster is your favorit? you will answer?
 
My questions:

1. Coaster physics. Is your coaster implementation based on a physical model, and as such will we be able to perform analyses of the speed / force?

2. Ride maintenance. Will rides degrade over time, in both their appearance and efficiency? For instance, would coaster friction increase over time if it isn't adequately maintained, thus reducing its excitement or causing it to stall? Will flatride paint flake over time and require periods of downtime for renovation?

3. There was talk at one time about having a flatride editor so that we could have full control over the sequencing of the ride (and therefore affect its intensity, etc.). Is that still planned for the game?

4. Triggers. Are there any plans to have triggers on coasters, either to allow synchronisation of multiple trains, or for animatronics / VFX work?
 
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