Coaster friction

Coaster trains loosing to mutch speed.

Which ones and under which circumstances? I mean, abrupt changes of direction, non-smooth track areas, insufficient turn banking, etc., all increase friction, which slows speed. IOW, track design has a lot to do with whether a coaster maintains or loses momentum. Coasters on properly designed, nicely smoothed tracks can have the opposite problem, requiring substantial braking at the end because they have so little friction along the run.

The type of coaster also is important. The Pioneer (the one with the bird carrying swinging gondolas) and the new 1.2 suspended coaster also have moving parts. When they go around turns, some of their linear momentum is converted into angular momentum to swing the gondolas, so the coaster as a whole loses a lot more forward speed for a given turn than a conventional coaster.
 
Well for starters it's not possible to make certain real coasters because there's no friction options, this is really needed especially for slower classic wooden coasters.

So, you want MORE friction? Just put trim brakes in there to pull the speed down to where you want it.
 
friction options would be more versatile than adding brakes through out, heres a bigger thread with more details https://forums.planetcoaster.com/showthread.php/13756-Coaster-Friction-is-Too-High

But you don't need brakes throughout. Just 1 brake at a key spot fairly early in the track, doing no more than shaving 1-2mph off the coaster's speed at that spot, can have a huge impact throughout the rest of the track. And of course there's the option of not building the track so you have too much speed in the 1st place, such as using lower, flatter hills.
 
The claim is people cant match true to life recreations, I'm not saying I have the answer, only pointing you to the very large supply of threads on the subject
 
The claim is people cant match true to life recreations, I'm not saying I have the answer, only pointing you to the very large supply of threads on the subject

Yeah, I read them when they were fresh, and think them silly. I mean, it's a game. There is no such thing as a 100% true-to-life simulation nor will there ever be. So there's no point whining that the game isn't 100% realistic---there will always be things you'll have to work around or just deal with. In this case, if you think your coasters are too fast, the game provides many alternatives ways to slow them down. Use one.
 
Yeah, I read them when they were fresh, and think them silly. I mean, it's a game. There is no such thing as a 100% true-to-life simulation nor will there ever be. So there's no point whining that the game isn't 100% realistic---there will always be things you'll have to work around or just deal with. In this case, if you think your coasters are too fast, the game provides many alternatives ways to slow them down. Use one.

Yeah and I think people are getting sick of replies like this "silly" seriously your post above is wasting peoples time that have put in the effort attempting such things. Not sure where people wanted to slow coasters down in this thread as that's easy to do. Oh yeah I can simulate this coaster better in RCT3 as far as friction goes and no the game doesn't have to be 100% perfect but a friction slider would be really nice and make certain real coasters possible.

[video=youtube_share;FOGsEZJThMs]https://youtu.be/FOGsEZJThMs[/video]
 
Yeah and I think people are getting sick of replies like this "silly" seriously your post above is wasting peoples time that have put in the effort attempting such things. Not sure where people wanted to slow coasters down in this thread as that's easy to do. Oh yeah I can simulate this coaster better in RCT3 as far as friction goes and no the game doesn't have to be 100% perfect but a friction slider would be really nice and make certain real coasters possible.

The reason this coaster slows down at the tops of hills isn't because there's some different general track friction setting, it's because there are brakes at the top of all the main hills. You can hear them engaging in the video and see them on the track just before the coaster hits them. You can use brakes just like that in PC. If you can't, it's not the fault of the game.
 
Which ones and under which circumstances? I mean, abrupt changes of direction, non-smooth track areas, insufficient turn banking, etc., all increase friction, which slows speed. IOW, track design has a lot to do with whether a coaster maintains or loses momentum. Coasters on properly designed, nicely smoothed tracks can have the opposite problem, requiring substantial braking at the end because they have so little friction along the run.

The type of coaster also is important. The Pioneer (the one with the bird carrying swinging gondolas) and the new 1.2 suspended coaster also have moving parts. When they go around turns, some of their linear momentum is converted into angular momentum to swing the gondolas, so the coaster as a whole loses a lot more forward speed for a given turn than a conventional coaster.

Stuff like banking has no effect on coaster friction. Also I think every coaster has too much friction, one more than the other. Like with the Intamin Giga coaster you don't notice it as much but the wooden coaster really has bad friction.
 
silly. I mean, it's a game. There is no such thing as a 100% true-to-life simulation nor will there ever be.

Actually theres some pretty realistic flight simulators, train simulators, business sims, games designed to train people in a medical emergencies, even semi-realistic war games. A co-worker of mine is obsessed with submarines (he builds true to life scale models) and he plays some game (I forget the name) that he says is very authentic to actually driving (piloting?) a sub. Not to mention NoLimits2 [wink] but obviously were not at the matrix levels of VR yet
 
Stuff like banking has no effect on coaster friction.

Sure it does. Friction is a function of the force applied pushing 1 object onto another. If you make a sudden turn at high speed, you have a huge "centrigual" force trying to keep the coaster going in its previous direction pushing it into the side of the rail. This creates much more friction than a smooth, gradual change of direction. Likewise, improper banking of a turn creates a rolling moment of the train which forces the wheels on one side down harder onto the track, and pulls the wheels on the other side up onto the bottom of the other rail, the forces on both being greater than what the weight of the coaster alone would do.

Try it yourself. Make a rough bit of track, like a sharp, unbanked turn, and note the coaster's speed after the maneuver. Then replace it with a more gradual, banked turn. The coaster will be moving faster after the bigger, smoother turn, even though it's travelled further, than after the short, abrupt turn.
 
Try it yourself. Make a rough bit of track, like a sharp, unbanked turn, and note the coaster's speed after the maneuver. Then replace it with a more gradual, banked turn. The coaster will be moving faster after the bigger, smoother turn, even though it's travelled further, than after the short, abrupt turn.
you actually did the side by side comparison??
 
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