No, it does not respect the total length. Just do a smooth on an entire hill (start horizontal, do a hill, up or down, return at the same height and horizontal) and use smooth on the entire hill : the selected piece of track will flatten and not move any piece of track outside the selected smoothed track : the overall track length will be shortened.I disagree. The smoothing tool respects only the total length of a track section (measured along the track) and the 3D position of the "in" point of the most upstream piece of track you're currently smoothing.
However, if the track forms a complete circuit, then the ends of each piece can't move much if at all, so the length smoothed from vertical to horiztonal ends up going sideways, producing kinks.
Same if you build a helix, it's especially obvious if you do a long 360° helix, the diameter of the track will shorten.
I never use the smooth button on free pieces of track unattached at both ends. Mainly due to the "extend track" and the "in/out point" UI selector overlapping. I don't need to build the entire track but I always built at least one piece of track after the piece I want to smooth. This next piece (outside of the selection for smoothing) is never modified.It's easy to demonstrate this phenomenon. Use 3 pieces of track all straight in the horizontal plane with the "out" point of the 3rd piece left free.
Now repeat the experiment, but this time add more track after the bunny hill to make a complete circuit back to the station. When you try to smooth out the hill, you can't get rid of it entirely and you'll introduce kinks elsewhere in the track as the track length that was originally in the hill searches in vain for a place to go.
If the smooth button moves pieces of track outside your selected range, you have a big bug you should report.
However, if it does this on free pieces of tracks, then it would mean that the smooth button uses the parameters of the piece before the in point and after the out point as references, not the in and out parameters of the first and last selected pieces.
When I look at people's coasters on Youtube I see :Hmmmm, so I guess all the perfectly smooth coasters I see on YouTube were built by hackers who added their own custom tools to the game but won't share them with the rest of us? It's a poor craftsman who blames his tools.
- A huge amount of junk coasters built by beginners who don't care about realism (too big, fast, ridiculous G force, neck breaking transitions, etc...)
(ok these should not count)
I see :
- A lot of failed attempts at smooth coasters (you can see they tried but it clearly did not work)
- Very few coasters that use very strict restrictions on simultaneously tilting, banking and rolling, and give a good illusion of smoothness but clearly not as smooth as real modern coasters (especially in roll)
- I have yet to see a single coaster with a smooth custom corkscrew/zero-G roll (not using the default 1-piece block)
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