Coaster details

I haven't really found a thread where this would fit, so I'm creating a new one. Hope this is fine.

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The coasters in Planet Coaster already have an incredible amount of mechanical details in them - in fact, more than I'd actually could dream of!
But, inevitably, some are still missing. Wherever it's been overlooked or a choice, I don't know. But I felt like we might address them here.


1] Trailered coaster trains and zero-car

Many coaster trains nowaday are trailered. What does that mean?
Each coaster car has only one bogie instead of two (imagine a monocycle instead of a bicycle), and thus to maintain balance, it has to rely on either the car in front or behind it.

The question is, what happen at the end of the train?
Well, either it's the first car or the last one, but you always have a wagon that is different and has two bogies. These two bogies are linked together, and can only perfom a torsion instead of all the freedom the other car links have (in order to support the weight).
Basically, the link in that particular car is a pivot joint, whereas the links on the other cars are ball and socket joints.

It's often easy to tell where this special car is, because you spot a bogie that has no seat on it, but a plastic shield instead (or nothing). Those are called zero-cars.

jknefS0.jpg

On B&M, they are at the front.

Bdpl2Ka.jpg

On Arrow/Vekoma, they are at the rear.

Where it becomes tricky, tho, is when the manufacturers actually add a row of seats on both bogies of the zero-car.
To tell where it is, you have to look closely and spot the two rows that constantly stay parallel to each other.

8FZQz4u.jpg

On a B&M floorless coaster as on all B&M coasters, that's the first two rows.

gH6CNRw.jpg

On a Giovanola inverted, that's the last two rows.

BNFemfC.jpg

Here on a Dive Machine, the first two rows are constantely parallel.

Fr9AECc.jpg

... and you can see that in-game it isn't the case... yet.



2] Heartlining

A small feature that can be a game changer for the coaster editor, is the addition of heartlining.

Basically, when the feature is enable, the twisting of the track wouldn't not occurs around a axis located at the center of the rails, but around a virtual line commonely dubbed as heartline.

Here is a representation in the very ideal case where the train is actually a single guest:

fzFa4Rm.jpg


This is the most visual real-life exemple. Here, the heartline is actually following a straight line :

jFLx5Pv.jpg


But the heartline is applied throughout the entire course, minus some exceptions. (so the real awesomness would be to be able to enable or disable heartline for each individual segment of a coaster)


I hope this helps!
 
Great post! While the first issue is something I can easily get over, the ability for heartline rolls is a necessity and will kill any chance to create realistic tracks. As of right now, there has been no support , or mention by the devs, of anything to do with this feature, which scares me. It may already be too late for them to implement it at this point. Although, as of right now, I've still yet to see any support for vertical track or custom inversions, which is also a game breaker for me.
 
Very good post. The things mentioned here are not game breakers for me as my favorite type coaster is not a steel coaster but a wooden one, albeit it could be a wooden coaster with steel supports or wooden supports. Either type of support on a wooden coaster to me is fine (as long as the texture of the supports could be made to resemble wood or steel as the creator wants). Unfortunately it looks like we will not have this type of coaster anytime during the Alpha, but one can only hope!
 
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