Anyone made a realistic rapids ride?

Hi all,

I've looked through community creations and couldn't find much.

Has anyone successfully made a realistic rapids ride that is embedded into the terrain with realistic gradients? Please post screens hots and any tips as to how you got the terrain to the right slopes.
Thanks.
 
I find this rapid to be very realistic, created by Andreizsmart over at ShyGuysWorld.com

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Link to topic: http://www.shyguysworld.com/index.php/topic,19104.msg434041.html#msg434041

In is a very terrain heavy rapids that sinks in a couple of feet every now and then. Even though it is covered with rocks and foliage, the terrain follows it quiet good.
 
My tip would be before you start, raise a mass amount of terrain around the area you plan to have the layout and then just shape and carve out the terrain you don't want as you go.
 
Thanks that is very nice. It's the terrain I'm struggling with. Starting with a totally flat sandbox is so hard. I can't judge how high the terrain should be to be realistic and getting very very gradual slopes is difficult. Think the devs should provide some non flat landscapes really.
 
Don't think Ive done something right here. I made a rapids ride dropping from 10m to 3m over its length and the speed is a constant 5mph, never changes?

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Gradual slopes won't pick up speed. You can do steeper slopes to get them to speed up and splash at the end but they still slow back down to 5mph.
 
this is my attempt at a realistic rapids ride., which is part of my Ride Showcase Park on the workshop

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[video=youtube;dRdKUmkqyLA]https://www.youtube.com/watch?v=dRdKUmkqyLA[/video]
 
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Nice job with the ride.

Last night I was messing around with a raft ride and discovered that if the 3d display is put in 3rd person (not POV or cinematic), you can control the direction with 360 degrees of travel allowing a constant view downstream instead of facing random directions as the raft spins around and around and around.

TQ
 
The thing that is kind of a thorn in my eye is that the Rapids ride is always in a narrow "Track". It never really has the chance to flow really. And there are no wavemachines or the possibilites of Rocks on the Channel. There should be sections like this:

1201878847.jpg


or this:

Klasse-7a-Europapark-Rafting.jpg
 
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The thing that is kind of a thorn in my eye is that the Rapids ride is always in a narrow "Track". I never really has the chance to flow really. And there are no wavemachines or the possibilites of Rocks on the Channel. There should be sections like this:

http://www.ep-fans.info/bilder/1515/1201878847.jpg

or this:

http://www.als-leonberg.de/wp-content/uploads/2016/07/Klasse-7a-Europapark-Rafting.jpg
I am kinda hoping for this too but I guess it must be really difficult to add or we would have it yet. The rapids have a lot of building sections (small, left wide, right small, middle small to wide etc) but not really any form of special element like that where they flow freely. I'm guessing it is because they kinda follow path and arent random. But this makes me think, since we are getting Go Carts now, then it must be possible for cars to travel 'randomly' or at least not follow a straight path. So maybe they will also add this for the rapids? Who knows.
 
Like most of the game, the rapids look really, really awesome from a distance at first sight, but as soon as you start playing with it yourself the cracks start to appear and it turns out to be half-baked.

The way rapid rivers interact with terrain is possibly worse than the paths handle terrain. The buried track generates extremely jaggy edges you can't smooth out without exposing the actual track borders or create gaps under and next to it. Those gaps that appear cannot be filled in afterwards because of intersecting terrain, so the best way is to get rid of that track section, raise or flatten the terrain, place the section again, and prey the result looks somewhat acceptable this time. Do this in small sections to stay close to the layout you were going for and hope that the auto complete function holds up.

I finally created a Pirate themed rapids that I am somewhat happy with, but it was quite a pain to get rid of the jaggy edges and I ended up covering half of the ride borders in rocks that sometimes do and occasionally don't allow to intersect with the ride.

And yes, rapids are following the tracks in an sterile way without any random factor or surprise movement. I suspect that is a limitation in the game engine since all guest also seem to follow the shortest route to a point of interest without wandering off or just exploring the park randomly. I also hope the go-karts AI will introduce more randomness to other aspect of the game.
 
Like most of the game, the rapids look really, really awesome from a distance at first sight, but as soon as you start playing with it yourself the cracks start to appear and it turns out to be half-baked.

The way rapid rivers interact with terrain is possibly worse than the paths handle terrain. The buried track generates extremely jaggy edges you can't smooth out without exposing the actual track borders or create gaps under and next to it. Those gaps that appear cannot be filled in afterwards because of intersecting terrain, so the best way is to get rid of that track section, raise or flatten the terrain, place the section again, and prey the result looks somewhat acceptable this time. Do this in small sections to stay close to the layout you were going for and hope that the auto complete function holds up.

I finally created a Pirate themed rapids that I am somewhat happy with, but it was quite a pain to get rid of the jaggy edges and I ended up covering half of the ride borders in rocks that sometimes do and occasionally don't allow to intersect with the ride.

And yes, rapids are following the tracks in an sterile way without any random factor or surprise movement. I suspect that is a limitation in the game engine since all guest also seem to follow the shortest route to a point of interest without wandering off or just exploring the park randomly. I also hope the go-karts AI will introduce more randomness to other aspect of the game.

They have already confirmed that not all guests go from A-B however it appears that because they have guest logic that they know where everything is that it is very limited. I would still prefer that it was much more random and that we had the old sales of maps would then allow the logic of A-B being shown instead personally.

But yes the rapids are still a pain. The go-karts also have free-form height of track so hope they add that into how the rapids are done because the limitation there is a nightmare too. It did feel rushed for the log flume and rapids in honesty.
 
They have already confirmed that not all guests go from A-B however it appears that because they have guest logic that they know where everything is that it is very limited. I would still prefer that it was much more random and that we had the old sales of maps would then allow the logic of A-B being shown instead personally.

But yes the rapids are still a pain. The go-karts also have free-form height of track so hope they add that into how the rapids are done because the limitation there is a nightmare too. It did feel rushed for the log flume and rapids in honesty.


Thats because they were kind of rushed. They were only included in the final release due to pressure from the community. That's also why there were no go-karts at release. They put them on hold because they were trying to finish the water rides in time.
I do hope that they are going improve and add to the water rides in the future.
 
Thats because they were kind of rushed. They were only included in the final release due to pressure from the community. That's also why there were no go-karts at release. They put them on hold because they were trying to finish the water rides in time.
I do hope that they are going improve and add to the water rides in the future.

There was no real way to say they were rushed in that Frontier keep stating that "we don't release anything we are not happy with" which would suggest to say that they don't feel they are rushed and they are happy with the level of what they do. I also hope it improves as said but am worried that Frontier feel they are at a level that is finished and polished for the game.
 
I'm still hoping for a real water physics simulation in PC. It would make the logflume and river rapids so much better already
 
I'd be happy with just being able to place them IN water.. I can use triggers for the effects.. but when its 10 ft away from the water.. it's not exactly realistic
 
I'm in the very early stages of attempting a realistic rapids ride. I'm totally with you all who want to be able to sink the rapids and log-flumes into water though. I know with the rapids, you could enable the auto-tunnel feature and sink the track into the ground. I don't know if they changed that with any of the updates.

Here's what I've built so far. I guess I'll find out soon if the auto-tunnel thingy still works. [wink]
RriOT6S.jpg[
 
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