PLEASE FIX THE GHOST TRAIN (Spooky Pack)

I feel like I'm beating a dead horse with this thread, since I have posted about it before in this part of the forums, I have asked the Planet Coaster facebook page about this fix as well, and after two updates to the game, it still has been ignored...

Ever since I got the Spooky Pack dlc, I was wanting for them to fix the Ghost Train tracked ride so that you can allow ONE car through the ride instead of three at a time. Sending in three cars at a time throws off the gags and scares in my dark rides, and it's annoying.

If anyone from Frontier is reading this, PLEASE fix this. I love making dark rides with the Ghost Train track and cars since they maneuver through my dark rides the best.

Thanks.
 
I thougt they had to be 3 carts because guest groups can't split up? So you need 6 seats and that is why they're trains of 3 cars.
 
I think Frontier worked on a solution for breaking up groups, so that two guests at a time could ride the new Wild Mouse. So maybe they will be able to split up the Ghost Trains sometime in the future?
 
I think Frontier worked on a solution for breaking up groups, so that two guests at a time could ride the new Wild Mouse. So maybe they will be able to split up the Ghost Trains sometime in the future?

Except for the Mouse Hunt still dispatches multiple cars at a time.
 
Why not use the Huntsman instead? It has a few advantages such as faster max speed, stop/start track segments with wait time option, pitch/yaw/roll control. And you can have just one car at a time.
 
Why not use the Huntsman instead? It has a few advantages such as faster max speed, stop/start track segments with wait time option, pitch/yaw/roll control. And you can have just one car at a time.

"Huntsman" is too large for ghost trains like the ones known from e.g. funfairs.

They often have more than one floor (hoax needs brakes) and a lot of triggers (not three-cars-at-a-time).

With this two things fixed "hoax" would be a really cool track ride system to use for tight fairground and amusement park dark rides.

In my opinion not even the hoax blueprint "the jailors den" that came with the spooky pack is really convincing: the trains are getting often too fast.
 
Hoax is actually based on the Pretzel spinning cars from the 1950’s. Spook A Rama at Deno’s in Coney Island uses them. The spinning was disabled a long time ago though. I wish there were an option to make them go sideways without spinning. And brakes are needed for the bottom of drops as the cars go way too fast. Also in the future they should make alternate cars like the regular forward facing pretzel cars that you enter from the side and more boxy shaped cars.
 
Agreed, it'd be great to have single vehicles for this ride. I also wish it had the same stop piece as the other track rides!
 
"Huntsman" is too large for ghost trains like the ones known from e.g. funfairs.

They often have more than one floor (hoax needs brakes) and a lot of triggers (not three-cars-at-a-time).

With this two things fixed "hoax" would be a really cool track ride system to use for tight fairground and amusement park dark rides.

In my opinion not even the hoax blueprint "the jailors den" that came with the spooky pack is really convincing: the trains are getting often too fast.

Hoax is actually based on the Pretzel spinning cars from the 1950’s. Spook A Rama at Deno’s in Coney Island uses them. The spinning was disabled a long time ago though. I wish there were an option to make them go sideways without spinning. And brakes are needed for the bottom of drops as the cars go way too fast. Also in the future they should make alternate cars like the regular forward facing pretzel cars that you enter from the side and more boxy shaped cars.

Yes and yes. I agree 100%. I wish they did this to begin with, but still, I hope it can be fixed as soon as possible. I love making dark rides in my parks, and the Ghost Train is the best for making them. It just needs those two fixes.
 
I think why devs designed it this way in the first place. It hints that they haven't thought out many things when they were in preproduction phase. This probably won't get fixed. And the more they update the game, the smaller chance for a fix is. The way AI is designed is why we cannot have slides or soaked-like expansions. They managed to bring us huge crowds to our park, but there are sadly high costs too and generally, in the end its all less flexible. I hope potential planco2 can fix this.
 
I think why devs designed it this way in the first place. It hints that they haven't thought out many things when they were in preproduction phase. This probably won't get fixed. And the more they update the game, the smaller chance for a fix is. The way AI is designed is why we cannot have slides or soaked-like expansions. They managed to bring us huge crowds to our park, but there are sadly high costs too and generally, in the end its all less flexible. I hope potential planco2 can fix this.

This is 100% the case, a lot of things are hard-wired in PlanCo, Guest AI, Coaster Building, Terrain, Pathing, Sequencer, Absence of Weather, Locked Tower Heights. Had this issues been reviewed earlier in development things like this would have been addressed, it's too late in development to make significant changes. The easy route to keep the game alive is to keep releasing DLC packs instead of working on the annoyances in the game since that would take significantly more work with little payoff. Boggles my mind that RCT3 can manage splitting up groups, but Planet Coaster cannot.

The game's vision has changed from "Simulation Evolved" to "You can make a cool-looking restroom with this new DLC".
 
This is 100% the case, a lot of things are hard-wired in PlanCo, Guest AI, Coaster Building, Terrain, Pathing, Sequencer, Absence of Weather, Locked Tower Heights. Had this issues been reviewed earlier in development things like this would have been addressed, it's too late in development to make significant changes. The easy route to keep the game alive is to keep releasing DLC packs instead of working on the annoyances in the game since that would take significantly more work with little payoff. Boggles my mind that RCT3 can manage splitting up groups, but Planet Coaster cannot.

The game's vision has changed from "Simulation Evolved" to "You can make a cool-looking restroom with this new DLC".


I agree.This is why I think RCT3 is still the better game. I understand what they were going for with PlanCo, but the vision for the game has changed. Another thing is, Frontier didn't expect the "unlimited number of park guest" thing to backfire. Many people have to set guest capacity limits so the game can run smoothly.

With all the information people have posted on this thread, I don't see the Ghost Train issue being fixed, because it would be too much trouble on Frontier's part.

My suggestion to Frontier for PlanCo 2:
Take as long as you need to make it, and test everything so that fans will get all they'd expect from a theme park sim game.
 
About the guest limit, I think they mentioned AI and some other things scale accordingly to ur HW. I thing this was either lie or doesn't work as intended.

Maverick said these things are hard to fix with little pay off. It depends, these fixes would restore my faith in Frontier and would maybe pre-order their next game. But at this point I see they care about one group of people who are easier to please and don't care about the rest. Therefore I don't see a reason to buy anything from them anymore, because they don't care about me and my money. If there is more people with similar thinking, it might have some impact in the future, just not right now.
 
I think this was mentioned before so forgive me if I'm repeating it. But I think a solution would be for the devs to just dispatch the 3 cars further apart so all the effects have time to reset. It's especially annoying with doors....the first 2 cars go through before the doors close and the 3rd car hits it unless you set the speed just right.
 
And RCT3 had all these cool animatronics that aren’t in PC, but PC has better graphics than the RCT3 default stuff. Some of the RCT3 rides looked downright terrible like the steam trains, sure some users made better ones but PC’s trains are better than the ones that came with RCT3. Also the polygons are 2D planes in RCT3 but in RCTW and PC full 3D. So, if PC would have been an upgrade of RCT3 rather than a different game with things missing that RCT3 had maybe it would leave RCT3 in the dust. But, it’s more difficult to use at times, and it’s more time consuming lining things up because there isn’t a universal grid like past RCT3 games where paths, walls, and rides would automatically line up with each other. Now you have to manually line up rides and buildings with path if you want to replicate the grid of RCT. No snapping of paths and walls to the same grid like you could with RCT 1-3. And it doesn’t look good for mini golf, bumper boats, mirror maze, and pools and slides in PC with the way people are coded vs. RCT3. Apart from the crane games, there probably isn’t going to be any new things that require changes to the people code. I wish they would fix the downhill speed on the Hoax, it is too fast. Not sure how they could fix the door problem unless the cars are dispatched further apart in time and distance. So that the door has time to reset before the next car reaches the trigger.
 
I think this was mentioned before so forgive me if I'm repeating it. But I think a solution would be for the devs to just dispatch the 3 cars further apart so all the effects have time to reset. It's especially annoying with doors....the first 2 cars go through before the doors close and the 3rd car hits it unless you set the speed just right.

Yeah that is another problem I forgot to mention.

Even still, I think I'm done buying new stuff for PlanCo. I have purchased all the dlc packs so far, and while they're cool, most of the packs just have better-looking or official version of things people made piece-by-piece before the dlc packs existed. I do hope they meet everyone's expectations with PlanCo 2 (if that ever even becomes a real thing).
 
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