Coaster Friction is Too High

Trying to recreate roller coasters is an impossible task because the trains slow down way too fast.

There's has been topic on this before. It turned out that the friction use during I spoke the same as real world coaster design applications so it provides the most accurate modelling possible. This was the new proven when the devs showed the people who visited a true side by side remake of a real coaster.

The only way to get true g-force ratings would also to be true simulation of friction accordingly. This won't change and likely means that the height/banking etc of the coaster you are producing is out to the real world counterpart.
 
There's has been topic on this before. It turned out that the friction use during I spoke the same as real world coaster design applications so it provides the most accurate modelling possible. This was the new proven when the devs showed the people who visited a true side by side remake of a real coaster.

The only way to get true g-force ratings would also to be true simulation of friction accordingly. This won't change and likely means that the height/banking etc of the coaster you are producing is out to the real world counterpart.

I don't believe it. I know it isn't right. It's completely impossible to recreate a real ride and have it hit the brakes at the same speed.
 
I am sorry but it is on all the other threads about this, just because you don't want to believe doesn't mean its not true. And how you can suggest you know it isn't right because you are a coaster designer now yeah?

Frontier have put a lot of effort into getting this just how it should be. SPRidley has posted about as he has actually seen it for himself and Frontier studio.

Sorry but it won't change and tbh I don't want it too. It is realistic and that is what's needed for a coaster game.
 
I am sorry but it is on all the other threads about this, just because you don't want to believe doesn't mean its not true. And how you can suggest you know it isn't right because you are a coaster designer now yeah? .

Well, I do have an actual engineering degree. Does that count?

Replicate this ride in PC, I dare you:

https://rcdb.com/262.htm

Or this one:

https://rcdb.com/185.htm

Or this one:

https://rcdb.com/469.htm

Or just about anything, really...

You will find that friction really is far too high as real life designs accurately replicated will consistently fail to come close to finishing the circuit.
 
Well, I do have an actual engineering degree. Does that count?

Replicate this ride in PC, I dare you:

https://rcdb.com/262.htm

Or this one:

https://rcdb.com/185.htm

Or this one:

https://rcdb.com/469.htm

Or just about anything, really...

You will find that friction really is far too high as real life designs accurately replicated will consistently fail to come close to finishing the circuit.

Sorry but you are wrong and an engineering degree in what? Coaster design has some pretty specific requirements engineering wise, as well as the understanding of mechanical friction, aerodynamics etc

I also happen to have an engineering degree.

Have you got the specific details of the track layout, the heights, the cars used, what the cars weight, the wind speeds and wind direction for the local area that these are located in.

All of these make a huge difference. Even the altitude of the ride in real life will make a difference. I certainly couldn't recreate them based on the information you have provided in your links.
 
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Whether the friction is realistic or not, I preferred the lower friction that existed in Alpha 2. I'm not saying it should be changed but why can't a game option be added... pay more money to grease the tracks & make the trains go a bit faster. Then everyone can be happy. [happy]
 
I haven't had too much problems with the friction. I just build a relatively long woodie that I like and didn't have trouble with it. I like to use the entire gravity of the coaster, instead of having harsh breaks. I pretend I'm designing a real coaster and trying to make the most out of the height of the coaster. I like the look of it when coasters slow down a lot on the top of hills. That's how they look in real life. I really don't like coasters designed in this game that just blaze through the entire track. Not very realistic if you ask me.
 
More often than not I find myself with too much speed and needing brakes, the trim brakes are amazing and I'm glad to have them. I never played RCT3, many hours on RCT1/2 but that was a lifetime ago, so I'm relearning a lot about designing a fun coaster.
 
Well, I do have an actual engineering degree. Does that count?

Replicate this ride in PC, I dare you:

https://rcdb.com/262.htm

Or this one:

https://rcdb.com/185.htm

Or this one:

https://rcdb.com/469.htm

Or just about anything, really...

You will find that friction really is far too high as real life designs accurately replicated will consistently fail to come close to finishing the circuit.

Please don't take this as any kind of fighting stance, but this is kind of a daft response. Do you really think that the design of the physics engine was not fully researched, with a great deal of consulting involved. Again, I don't mean to sound rude but you are not the only person with an engineering degree, and frontier have 300 people on their staff. It's highly likely that the people charged with working out the physics for these rides has the same qualifications as you, if not more. Not only that, but as has been stated by Curlyriff, there is empirical evidence to show that the friction is pretty spot on. I don't really understand how a side by side comparison of these rides isn't enough - especially given that they behave in almost exactly the same way.

https://youtu.be/lqgAjYyvYS4
 
More often than not I find myself with too much speed and needing brakes, the trim brakes are amazing and I'm glad to have them. I never played RCT3, many hours on RCT1/2 but that was a lifetime ago, so I'm relearning a lot about designing a fun coaster.

Yeah I also didn't play much of RCT3. The new 3D perspective was too daunting. However I plan to play this game a beep ton.
 
Each car design will have its own set of characteristics (mass, drag, friction, etc.). It's possible that there are errors with some cars that aren't present in others. The best thing you can do (rather than saying "I think it's wrong") is to provide an example of an in-game coaster that replicates a real-world one, and show what you think the error is. I know for a fact that they care about the detail, so if you can show there's an error I'm sure they'll want to fix it.
 
I don't believe it. I know it isn't right. It's completely impossible to recreate a real ride and have it hit the brakes at the same speed.

Then start believeing becuase we are not lying.

Each car design will have its own set of characteristics (mass, drag, friction, etc.). It's possible that there are errors with some cars that aren't present in others. The best thing you can do (rather than saying "I think it's wrong") is to provide an example of an in-game coaster that replicates a real-world one, and show what you think the error is. I know for a fact that they care about the detail, so if you can show there's an error I'm sure they'll want to fix it.

Yup, basically, instead of talking like if you knew more than them, actually try to recreate that coaster you said on the game, with everything as near the real coaster as possible. If it doesnt get to the station THEN you can report it, showing the stats and photos of it, and a download.
Im sure James Taylor would love to look into the problem.
As xyphic said, it may be a problem with those coasters cars and not friction itself.
 
Maybe it's just a problem of one specific coaster type?

Did anyone Test the Loony Turns in Beta? It felt really slow.
 
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Maybe it's just a problem of one specific coaster type?

Thats why it would be cool if someone posted the recreation that they made if it doesnt arrive to the station and maybe James Taylor can look into it.

Ive made two recreations of Superman (a floorless B&M) and Batman (an inverted B&M), to be as similar to the real thing as possible (even if we didnt have height markers on the alpha), and both work perfectly on beta.
 
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the only coaster type i have any gripes with is the wooden ones. They just seem to lose a lot of speed very fast . I tried to recreate the voyage and it couldn't make it back to the station. granted though the voyage is really hard to recreate..
 
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