Dive Coaster Holding Drop

Dev's when you get chance can you please fix the dive coaster holding drop. It is too steep and holding too low down, killing the momentum of the coaster when it drops. On the real life counterpart it holds at the top and not on the vertical. This will help us build longer track lengths and designs [happy][up][wacky]. Anyone else find this a problem?
59_869.jpg
 
Dev's when you get chance can you please fix the dive coaster holding drop. It is too steep and holding too low down, killing the momentum of the coaster when it drops. On the real life counterpart it holds at the top and not on the vertical. This will help us build longer track lengths and designs [happy][up][wacky]. Anyone else find this a problem?http://www.themeparkreview.com/forum/files/59_869.jpg

Yes and this is not the only problem. I think pre-made pieces and elements should be revised by devs.
 
Many of us brought this up during Alpha and Frontier would not even acknowledge the issue...[ugh]
 
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Such a shame as they said their goal was to create rides with realistic results and with the flats they have managed it but the coasters....not so much. There was a glitch in alpha where you could build the drop in the correct shape. Then if you deleted the top you could select the drop section piece and autocomplete and it pretty much had the correct shape and stopping point. But they fixed the glitch! I hope when the track restrictions options come we can do something similar. Otherwise it's a useless coaster and I wont be using it!
 
I don't use these holds because they aren't realistic. I place a straight brake track (down to 5 degrees) at the smallest velocity value, and then the vertical drop. It works like a charm, you should try it.
 
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