Anyone else disappointed about the lifts for the boomerang coasters?

I'm quite disappointed by the lifts on the boomerang coasters. They look beautiful, but they end up sacrificing flexibility for it. As someone who loves building coasters in this game, I'd rather be the track be like normal lift track where I can choose my segment length and the incline of the segment. I honestly don't like track pieces like the Tiamat's cable lift, or the Dive coaster's holding brake, where you have no control over how the track looks. These type of pieces really feel out of place in Planet Coaster. You have some good coaster tools, but with a small handful a pieces, you're forced to build like it was an old Roller Coaster Tycoon game. Does anyone else feel the same way?

While it's probably too late now, and they'll probably won't go back and fix the Tiamat, the Aetheon, and the two new boomerangs; I would hope Frontier stays away from creating this type of track segment in the future.
 
actually I feel the classic RCTs are more flexible in some ways. RCT allowed changing cars without making a new track, and multiple stations, and had a huge variety of coaster types. But I think the devs are trying to keep certain coasters limited for some reason, I guess its supposed to be more realistic?
 
But I think the devs are trying to keep certain coasters limited for some reason, I guess its supposed to be more realistic?

Except, with the 4 types I mentioned before, it actually takes away from the realism. The cable lift for the Tiamat isn't like it's real life counter-parts (Not to mention that style of coaster can invert IRL and it can't in game. Flying Aces, Ferrari World, Abu Dhabi). Same goes for the Dive coaster's holding brake. Also, for the boomerangs, you can't edit the bottom of the lift so you might have excessive g-forces depending on how tall you end up making the lift.
 
Well, when we talk about realism and the Vekoma boomerang, they have only one version of it, so if you make it higher than the real one it is already unrealistic. [tongue] Still, they should offer the standard pieces like the normal lifthill so we can use it to make normal coasters as well. The standard boomerang is just a Vekoma looping coaster after all. Instead of the giant suspended one they should have implemented the SLC invert since this one can also be used to create normal coasters.

This of course only counts if you want to keep your creations realistic. As someone who almost exclusively builds realistic, being able to use the new coasters only to make boomerangs would be disappointing.
 
I love the boomerangs and will definitely make use of them. but... I was hoping for an inverted one like this
4647
 
I'm quite disappointed by the lifts on the boomerang coasters. They look beautiful, but they end up sacrificing flexibility for it. As someone who loves building coasters in this game, I'd rather be the track be like normal lift track where I can choose my segment length and the incline of the segment. I honestly don't like track pieces like the Tiamat's cable lift, or the Dive coaster's holding brake, where you have no control over how the track looks. These type of pieces really feel out of place in Planet Coaster. You have some good coaster tools, but with a small handful a pieces, you're forced to build like it was an old Roller Coaster Tycoon game. Does anyone else feel the same way?

While it's probably too late now, and they'll probably won't go back and fix the Tiamat, the Aetheon, and the two new boomerangs; I would hope Frontier stays away from creating this type of track segment in the future.

I agree with you on principle. I prefer the flexibility and smoothness of the spline-based system. Static parts make too many assumptions about curve angles. They feel limiting and out of place more often than not. Tiamat's cable lift top particularly bugs me. Its shape seems wrong...to abrupt.
 
I agree with you on principle. I prefer the flexibility and smoothness of the spline-based system. Static parts make too many assumptions about curve angles. They feel limiting and out of place more often than not. Tiamat's cable lift top particularly bugs me. Its shape seems wrong...to abrupt.

The Prototype Wing's lift hill has a very sharp angle but the biggest offender is the small horizontal piece of track at the end. It literally makes zero sense and for anyone who likes to make somewhat realistic creations renders this whole coaster type useless.

That lift hill is like raw chicken, it should never ever make it onto the plate.. Or 'onto' the game in this case. [tongue]
 
My only feedback would be the section between the station and the first reverse lift doesn't appear to be editable, and is not very smooth...hopefully we can adjust the length or smooth it out?


Example - would like to decrease this track length:

Capture.jpg


To make it join to the lift smoother and real-to-life:

IMG_2849.jpg





I love the boomerangs and will definitely make use of them. but... I was hoping for an inverted one like this https://coasterbuzz.com/CoasterPhoto/CoasterPhotoImage/4647

+1. Maybe someday, we hope!
 
I'm happy with them. We have SO much flexibility in all other areas of coaster building/terrain editing (and now no collision) that I wouldn't trade it with RCT for the world.
 

Vampiro

Volunteer Moderator
Im not dissapointed at all!

When they started to talk about it i first went a bit affraid because it seemed like we were very restricted in track layout. But as they continued they are as flexable as every other coaster fortunatly.
The only parts where they are not are the lifthill's which is understandable because of the mechanics.

Personally i like them a lot!
 
I agree Vampiro, this seems to be the perfect balance between beautiful track and support detail and practical coaster construction!

It's an interesting point about the g-forces at the bottom of larger lift hills if the bottom section is always fixed.... But again I guess we'll see what happens next tuesday? Then again I guess we get back to realist coaster heights and the real world limitations on the construction height which would then limit the g-forces at the bottom of the lift hill....?
 
Didn't they kind of promise that you can build "normal" Corkscrew coasters with the Boomerang as well? That doesn't seem to be happening now and that is a big letdown. The Frontier designers were "inspired" by the Vekoma Second Gen trains for the Boomerang, which is an excellent choice. Those trains are (or at least were, they are getting replaced in many parks around the world) very common, not just on boomerangs, but regular corkscrews as well. If we want to recreate those in PlanCo, we are still stuck with the old (American) Arrow trains, even though the assets for the correct train are right there....just out of reach for what you are trying to achieve. Not cool.
 
Why can't you build "normal" corkscrew coasters? Only the lift hill is fixed right?

Or do you mean you just want to build it like a normal coaster?

And I think the g-forces at the bottom of the lift hill would become a problem when you build it (for example) 100 mtrs up high.
Then I think most of the coasters created these way are beyond any realism and stats would sometimes already go out of the roof, so this single section shouldn't really make a difference.
 
Well, apart from the fixed length it also uses a catch-car mechanism and not a chain lift. But the biggest issue is that those lifts are likely hardwired to let go of the train in the opposite direction. If you try to build a traditional coaster with that lift at the beginning, it will drop the train right back into the station and thus the train never reaches the actual layout you have built. Not to mention the fact that the train will probably leave the station backwards to begin with!
 
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Ah, you mean that the train goes forward upward the lift hill and travels back through the station backwards and then complete the course. Now I see.
 
Didn't they kind of promise that you can build "normal" Corkscrew coasters with the Boomerang as well? That doesn't seem to be happening now and that is a big letdown. The Frontier designers were "inspired" by the Vekoma Second Gen trains for the Boomerang, which is an excellent choice. Those trains are (or at least were, they are getting replaced in many parks around the world) very common, not just on boomerangs, but regular corkscrews as well. If we want to recreate those in PlanCo, we are still stuck with the old (American) Arrow trains, even though the assets for the correct train are right there....just out of reach for what you are trying to achieve. Not cool.

They did say we could build 'normal' coasters with the boomerangs. However, during yesterday's stream I didn't see the right track types to build a normal coaster. It should have a normal chain lift and LSM launch track type so this coaster type can be used for many different kinds of coaster while keeping everything realistic. If this is not the case and they can only be used to make boomerang coasters you can only make very few realistic designs (when looking at real life there is only one version of the boomerang). Due to the lift hill angle the maximum height is limited if you want to stay with realistic forces.
 
That isn't what they meant. They meant we could create any type of inversion or bank that the particular track type has on a standard coaster with the boomerang coaster also.

People have really miss understood what was said.
 
That isn't what they meant. They meant we could create any type of inversion or bank that the particular track type has on a standard coaster with the boomerang coaster also.

People have really miss understood what was said.

Hmm yeah, I guess you're right. Still, I find it strange they make an entire new coaster type just for boomerangs. The Vekoma cars sooooo good. Such a shame we cant use them to make standard Vekoma loopers. Unless we can and they just didn't show it yet. Ill preserve my final judgement for after I read the patch notes. But so far the new update looks pretty good!

The problem with Planet Coaster for me in general, and it seems this update is going to follow the same trend, is that it does so much right, but also seems Frontier forget to add the most simple and basic features and fixes. Things that are so obvious and should have been in the game from the start. In this case its having a new coaster type but it can only be used to make boomerangs. The Prototype Wings Lift hill that renders the whole coaster type unusable. Not being able to paint the wooden and hybrid coaster supports. A spline based track system without a continuous-roll option. Coaster restrictions that don't make any sense if compared to their real life counterparts and there are many more things like that. All little things, but together they add up of course.. Planet Coaster is still one of my favorite games but being so close to the perfect theme park builder and the things that are missing are so obvious can be very frustrating at times. Also, most of those things never get any response from the devs.

One thing that gave me hope that those things will be addressed some where in the future is the ability to turn of collision detection in the new update. I hope they continue to go back to their old systems and fix them from almost working perfectly to working as they should do. I guess the same thing can be said about the management side of the game. I don't really play career and challenge mode, but from what I've experienced it seems like the systems in place are actually not that bad, its just that the balancing is off. So instead of adding new management features to the game, why not first re-balance what we currently have. Again, frustrating.
 
The only thing that is disappointing is that we can't build Non-Boomerang coaster with Vekoma cars.
I wish I could build a regular coaster with those cars + The inverted Vekoma cars (SLC) [cry]
 
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