Coaster Friction

Zac Antonaci

Head of Communications
Frontier
Hey everyone,

I wanted to take a moment to talk a little about a topic that has been hotly discussed in the community – Coaster Friction.

A large number of our community are, like us, huge coaster enthusiasts. That’s why we take a lot of pride over the authenticity of our rides and coasters in Planet Coaster. There have been a number of suggestions that friction is too high on specific coasters so I wanted to take a moment to look behind the curtain and share with you the process and effort that goes into making truly authentic coasters.

Forces

There are a number of forces that are at work when measuring the physics of a coaster. Ever since the team developed games like Rollercoaster Tycoon 3 and numerous other coaster park sims there has always been a desire to push the boundaries of authenticity. We’re very lucky to have the same developers who created our previous physics engines continue to enhance and grow the detail that goes into each coaster. In Planet Coaster we measure more forces and calculations than ever before to ensure that we're closer to a truly real experience. One great example of this is air resistance, even the tiniest details such as the aerodynamics of the car’s shape and the size of the car come into play and are considered in the physics. For example, a Basilisk Car will have lower air resistance than the 4D coaster car.

Friction in itself is more intelligent than ever before too. In our previous developments friction has always decreased in-line with weight. However, now we’re able to take even more factors into account such as how much weight exists at any given moment. For example, during a perfect airtime moment when the coaster car is at zero-g there is zero friction that is added between the car and the track. In fact, going too fast over a hump will re-introduce friction as the car pulls up on its upstop wheels. These moment to moment calculations are just some of the granular levels of detail that going into making the physics engine our most advanced and authentic system yet.

Testing

Not only do we make sure that we are taking in more measures and variables than ever before, we also make sure to test our coasters to ensure they are realistic replicas of similar real world rides, going so far as to import schematics of real world coasters in order to fully test similar ride experiences in Planet Coaster. Below we can see a side by side comparison of a Planet Coaster ride vs a similar real life Coaster. It’s important to note that this is purely for authenticity and testing reasons. All rights for the video and any real life coasters remain with the owners of that content/ride.

Check out this little video which shows our wooden coaster vs a real world similar coaster type. You can also see their ride statistics vs those found on Wikipedia as a second reference point.

<iframe width="560" height="315" src="https://www.youtube.com/embed/SYMhTHGhYsM" frameborder="0" allowfullscreen></iframe>

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Conditions and variation

Obviously every coaster is different. Even down to the day, the weather, the atmosphere but we are very proud of the process that we take to ensure friction and our coasters are authentic. We take this same level of consideration and detail on all our coasters, including steel, wooden and hybrid. What we can see here though is that the like for like comparison video and statistics show the ride to be a close match to similar real life ride types. If anything, we tend to find that our friction is very slightly lower than real life similar types for gameplay reasons which goes against the general opinion that friction is perhaps too high.

Limitless creativity

With that in mind though, we do understand that some of you would like to have the freedom to be able to create anything your imagination will allow. That is why we have developed a new slider which (when using the cheat code) will allow you to select your own friction on a coaster and create any manner of coaster experience you want. When you save the coaster as a blueprint the slider will remain saved and will be visible for others to use. This will be coming in a future update.

I hope that helps.
 
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Limitless creativity

With that in mind though, we do understand that some of you would like to have the freedom to be able to create anything your imagination will allow. That is why we have developed a new slider which (when using the cheat code) will allow you to select your own friction on a coaster and create any manner of coaster experience you want. When you save the coaster as a blueprint the slider will remain saved and will be visible for others to use. This will be coming in a future update.

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That's amazing news! That was also a very interesting read!

If anything, we tend to find that our friction is very slightly lower than real life similar types for gameplay reasons which goes against the general opinion that friction is perhaps too high.

That's interesting. Note that when we talk about friction, we mean the overall performance of the coaster train, and the fact is that they lose their momentum too fast (especially the wooden coasters).

Oh man, can't wait till the next update. Just one suggestion, please don't hide it behind a cheat code.
 
Very cool!!! I know people will use this to make even more unique coasters [up] also very glad to see that you added the ability to save the cheatcode.

on another note about cheatcodes, we should be able to jump into a go kart, switch between driver or non-driver as a toggle, and use the speed boost with on/off toggle similar to the horn, so that I can control my speed without having to constantly retype multiple cheatcodes. Then we just need the ability to switch cars without redoing the entire track [heart]
 
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Yay!!! Now if we ever get a wooden coaster with 4 seat PTC trains I may be able to finally recreate my favorite, Shivering Timbers! :p
 

Vampiro

Volunteer Moderator
Wow thats awesome news!!

Again i can't continue on without doing a big THANK you to Frontier. In the first place for doing massive research on all facets of coasters including friction! And secondly for this awesome fan service!

I will not debate weather the friction was too high or not because im not a coaster specialist, but it sounds to me that we can ALL be right correct? The friction in the game is a match with the real life counterpart of that particular tracktype and car design. Which could also mean that it's -not- on par with any other coaster (recreation) that has a different car type or anything else just slightly different. Anyway i think this is the perfect solution!

Even tough i like realism, i had it a few times myself. Building a very nice coaster, testing it only to find out that the train barely made it to the end. I love realism, but i also love my new designed coaster. Now i can have both! Build whatever i like, or stick to the realism. Big big thank you to Frontier!
 
Wow. I'm really surprised at the side by side POV there...I would have expected the PC version to crawl, haha.

Either way, this is great news! Thanks for listening AND taking the time to show us your under the hood thoughts and processes when designing the game. :)
 
This is amazing, thanks Zac and the whole team for hearing us and making tweaks thanks to our feedback.

There seems to be a communication problem, of us not uderstanding how the maths in your programming works though. Seems what we always called friction problem could be a case of other different parameters afecting the behaiviours of the coasters in this game.
While I know personally how you test the recreations you make for developing purposes (i suppose that having showed El Toro here I can finally say that what we saw at frontier was a recreation of the swarm and that it also was pretty similar in speed and duration to the real thing), it seems that while some real life models do adjust to the parameters Frontier has been creating, others seem completely different.
For example Stampida with a realistic recreation and good measurments doesnt get even half through the track if you make the drop in the exact same height and angle as the original one, and it has to be much larger or use the james taylor cheat.

So finally that we have the possibility of a friction slider is nothing more than MARVELOUS news. And that the new cheat is going to be saved with the coaster is even better news.
So thanks again, i cant state that enough.
 
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I never noticed an issue with friction, and can't understand why anyone would want less friction than what's there. But hey... if some people want unrealistic friction, they can now enjoy their unrealistic friction.
 
I never noticed an issue with friction, and can't understand why anyone would want less friction than what's there. But hey... if some people want unrealistic friction, they can now enjoy their unrealistic friction.

[haha][haha][haha][haha] you're funny
 

Joël

Volunteer Moderator
This is excellent news! I am really surprised and also happy to see that Frontier has once again listened to the community and is now going to add a much requested feature to the game.

Thank you Zac, and thank you everyone at Frontier, for continuing to listen to the community and for your continued support for this amazing game! Your passion and love for this game really shines through and it is greatly appreciated! [heart]
 
Although i dont have any interest in the slider and will probably never use it. The story zac has written i think is very interesting and i love that you listen to your community. So thumbs up to you frontier.
 
Now this is a newsletter worthy OP! I don't care much about friction but Frontier talking to the community is always appreciated (I specifically mean discussing features and giving insight). Thank you!
 
For someone who is really bad at pacing coasters, like me, this is really good news. Gamechanger for me :). Thank you again for listening to the community. More creative freedom is always better for me ( even though i might built more unrealistic with this option[big grin]).
 
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I want to say two things about this, and I don't want it to come out the wrong way so I will preface this by saying that I really do mean this in a constructive and... encouraging way. First off, I think that this is an amazing addition to the game, I think it's a perfect compromise to appease pretty much everyone on this issue.

But, more importantly (for me anyway), THIS is exactly the type of posts that I've been wanting (and yes, complaining about) since the beginning of PC's development. I REALLY hope we'll see more of these tidbits of info and glimpses behind the curtains in the future, even if they're not as elaborate as this one.

I do have a follow up question regarding coasters, since this is probably tied as being the most sought after feature with another major issue: smoothness. Is this another thing you're looking into?
 
NICE!

I think the friction needed to be a little looser so this will be fantastic, thanks devs! [up]

*snip*
...But, more importantly (for me anyway), THIS is exactly the type of posts that I've been wanting (and yes, complaining about) since the beginning of PC's development. I REALLY hope we'll see more of these tidbits of info and glimpses behind the curtains in the future, even if they're not as elaborate as this one.

I agree, this kind of openness is sorely needed. Even if it was something that's not going to happen for a while or even abandoned *cough*picnic tables*cough*[tongue] it would be great to hear insight into what's going on more behind the scenes. Talking to us about how the friction works in the game while saying "We're working on improving this feature, stay tuned" would really help calm the community down.
 
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Joël

Volunteer Moderator
Personally, I would prefer a checkbox in the game settings to enable the new slider, instead of a cheatcode. That seems easier, at least to me. With a checkbox setting, you could leave the new slider enabled at all times in all parks (new parks and previously saved parks) until the moment you decide to disable the slider in the game settings.
 
Personally, I would prefer a checkbox in the game settings to enable the new slider, instead of a cheatcode. That seems easier, at least to me. With a checkbox setting, you could leave the new slider enabled at all times in all parks (new parks and previously saved parks) until the moment you decide to disable the slider in the game settings.

100% Agreed. I am thrilled we will be finally getting the long awaited friction sliders, but it being a cheat just feels wrong. It feels messy. This should be a basic feature present in the menu at all times. [up]
 
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Coaster friction makes sense as a cheatcode, because as stated in the OP, the devs take pride in accurately producing true to life friction. Even though many people think the in-game friction is not perfect, the slider is only going to make it less realistic, which is not what the devs want to promote to the casual player. I mean, I would prefer it not to be a cheatcode, but not a big concern IMO sense the friction slider will be saved

I miss the cheatcodes for guests animations, clapping jumping etc, but I really wish the go-kart cheats were easier to toggle
 
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