That answer is ridiculous!I don't think it's just those 2, a lot of coaster trains need adjusting, the Vector sit down 4 seater also has spacing issues, even when you don't make super tight turns :/ I was told on discord not to make tight turns but I think the IRL version has a lot of tight/compact turns.
(pic from my post on the issue tracker)
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I've also been told to fake a water coaster and use brakes under the water :/ but I think this is from 2 people who open the game, make a realistic coaster, and close the game feeling accomplished, and probably don't give a crap about other things in the game.That answer is ridiculous!
It's a programmig issue (except while exchanging train types). Distances and track allowances have to fit strictly to the coaster type by default.
Tha gap between the cars on your pics probably is too small to fit even on a straight. The trains have to go up and down without collisions, too.
Oh that would be great too, dive coasters but you can choose how wide they are (6, 8 or 10 seats) so we can make other realistic Dive coasters like Baron from EftelingCan we please have a six seat wide dive coaster alternative Frontier?
I hope it gets fixed soon.Not sure.The one about the mine train coaster not moving correctly on the issue tracker has expired :/
This train is supposed to be like this - the two car units have only two bogies - it cannot work any other way - they are two car units and this photo has two/two car units, linked after the second car.Has this been acknowledged?
Im pretty sure it isnt pivotting correctly compared to the smiler for example. You can clearly see its misalligned. Same for the dive coasterThis train is supposed to be like this - the two car units have only two bogies - it cannot work any other way - they are two car units and this photo has two/two car units, linked after the second car.
It pivots in between the first and second car . . . and attaches to a new unit/vehicle between the second and third car.
I hope this gets fixed in an update soon. I just noticed it myself on the Limitless coaster. The first two rows, (apparently 1 car), pivot correctly, but the second car still has this bug.
Another thing about the limitless coaster is that the basic chain lift element doesn't allow an "optional catwalk", which is really annoying.
Hi Ramm - you are right, just checked. The cornering of this model shows the wheels leaving the rail on the sides (very messy) - sorry, misunderstood what you meant, G
Im pretty sure it isnt pivotting correctly compared to the smiler for example. You can clearly see its misalligned. Same for the dive coaster
Honestly I'd say screw it and just overhaul the entire coaster builder. This does sound crazy, and even though the smoothing is so much better in this game, I still feel like the supports are lacking. The supports for the flumes are amazing. I would love if there was such a thing as drawing supports, similar to how NoLimits does it. But obviously at a less-advanced scale, since this is a video game after all and NoLimits is a software.Since I can't seem to post anything to the issue tracker right now, I thought I'd chime in and say there are a bunch of coaster models that have incorrect zero car setups.
For those that aren't familiar with how B&M invert/floorless/dive coasters and Gerstlauer Infinity coasters get away with not having a zero car, this Reddit post explains it pretty well: Source: https://www.reddit.com/r/rollercoasters/comments/8d91km/how_do_bms_trains_without_leading_or_trailing/
Back to the game, most of the B&M models that are supposed to have rigidly linked first and second cars instead have all cars fully articulated, the Vekoma Giant Inverted Boomerang also has the same problem, as well as having a last car that is just a copy of all the others. This makes it look like it should have a zero car at the back, like the regular Vekoma invert (which is also wrong, the GIB should use the same set up as a B&M invert). The Gerstlauer Infinity coaster is just completely broken, as mentioned earlier in this thread.
Really, they should do a QA pass on all coasters, comparing them to their real-life counterparts. Since that's not likely to happen, I'll link a couple of existing issue tracker bugs for some of the broken coasters below, and once I can post to the issue tracker again, I'll update this thread with more bug reports.
I know this is really nitpicky, but there are other areas of the game that show such an attention to detail, that it makes these inconsistencies really stand out.
Issue Tracker
issues.frontierstore.net
Issue Tracker
issues.frontierstore.net
Edit: Just noticed that I somehow found a different issue referring to the same Limitless bug mentioned earlier, so I removed the link to that bug and changed it to the one that was posted earlier by danny420