Coaster Friction is Too High

superior coaster knowledge > an engineering degree obviously

But it does on some sides of things, you can tell the friction isn't right. Try recreating something, it won't work most likely. I'm going to stop comenting on this post, one I don't want a big argument, two because no one can seem to understand my point
 
They obviously don't have any engineers on their team if the think the friction is correct. I'm actually stopping now, bye.
 
I think recreating real coasters in a game called planet coaster is something everybody would like.

I don't disagree with that statement/ However, it come back to still being a game and not a coaster simulator. All resources cannot be put into making a perfectly realistic coaster simulator and also keep all the other aspects of the game (flat rides, scenery, guests, shops etc.). In a perfect world yes but there is a limit to how much resources Frontier can put into this and still get a nice return on investment for it. They need to cater to the general mass of people first.
 
You keep saying you cant recreate them but there are plenty of well done recreations that prove you wrong


This has been a long running discussion. The friction may not be 100% accurate, but it's pretty close. Those of us who went to Frontier, (including Gregor) were shown a video of a famous B&M coaster in the U.K. running alongside a recreation of it made in Planet Coaster. The rec was the same height but there was 1 metre difference in length from the real coaster. The speed was the same and both versions finished within a second of each other.
That was pretty conclusive, I thought.

Also, my Nemesis and Galactica recreations behave and run exactly how I would expect, (I've ridden Nemesis well over 100 times), both before the updates and also afterwards.
 
This has been a long running discussion. The friction may not be 100% accurate, but it's pretty close. Those of us who went to Frontier, (including Gregor) were shown a video of a famous B&M coaster in the U.K. running alongside a recreation of it made in Planet Coaster. The rec was the same height but there was 1 metre difference in length from the real coaster. The speed was the same and both versions finished within a second of each other.
That was pretty conclusive, I thought.

Also, my Nemesis and Galactica recreations behave and run exactly how I would expect, (I've ridden Nemesis well over 100 times), both before the updates and also afterwards.

Now this is a comment I agree with, friction isn't 100%, I mean its ok, but I like the option to lower it or higher it. Thank you, Nemmie.
 
Rather than keep going round in circles on this point, it's worth thinking about what the game is likely to do and why you *all* might be correct. As I understand it, the game's physics engine calculates various forces including friction from the track, and drag due to air resistance. Rather than doing complex computationally-intensive air flow calculations, they'll more than likely be based on simple formulae and parameters for the various car and track types.

It's possible that for certain combinations, the parameters that they've chosen might not be ideal. The best thing that you can do if you feel that the friction *is* too high, is to provide your track design to the developers (through a workshop upload, for instance) and explain why you think that it isn't representative of real-life (e.g. if you've copied the design of a real coaster and it doesn't work). Simply stating that it's wrong isn't particularly helpful in allowing them to figure out what's going on.
 
Let me clarify. I think that the friction isn't 100%, but is certainly a lot better than ok. I think one of the reasons people are struggling more than in the RCT3 days is because were are forced to design coasters more realistically, with friction actually being a factor.

And for those comparing it to NoLimits2, the major difference is the tools. In NL2,
you have the speed combs (which I love), so your coaster never runs out of energy unexpectedly in the middle of your imagined circuit because you have the constant feedback and information while you build, so the whole process in both games is very different.
 
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Here is a close, almost exact copy of The Yankee Cannonball at Canobie Lake Park.
http://steamcommunity.com/sharedfiles/filedetails/?id=853412939
I made the lift hill of my recreation just over 20m tall compare to 19.8 m on the real coaster. The length of my recreation is 597m, nearly13m shorter than the real coaster's 609.6m track length. The real coaster use 3 6-seat cars, as does as my recreation. The train on my recreation approaches the breaks 20 to 25 kph slower than the real coaster. The Yankee Cannonball is a short coaster and there is a noticeable difference in speed approaching the brakes. My brakes on my recreation doesn't even affect the speed the approach is so slow. I can only imagine this difference is greater on longer coasters. The bulk of the players will be coaster fans. This game has the potential to have a very long life. A small reduction in friction to edge things closer to reality may seem of little consequence to the developers, but making these changes can secure a loyal fan base for years to come.
Here is a video for comparison.
[video=youtube;8Y55gwAhNQ4]https://www.youtube.com/watch?v=8Y55gwAhNQ4[/video]
 
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