Please turn off Collision Detection on Scenery.... PLEASE!!

Let's apply a little bit of logic please. I don't want a park populated by ghosts. There has to be some realism. I am all for adjusting it, but completely removing it in my opinion is just plain silly.
 
Let's apply a little bit of logic please. I don't want a park populated by ghosts. There has to be some realism. I am all for adjusting it, but completely removing it in my opinion is just plain silly.

No it's not. Logic is that if you want to place a path through something that's down to that player. If you find it silly don't do it? Why should you not wanting to do something require everyone to be forced not to do said thing.

We want all scenery/building/terrain to have no collision with rides because then we can theme our own and make the ground contours follow more closely to the ride without there needing to be complex hitboxes taking up valuable resources.
 
Well, with peeps walking through each other, I guess we Can all make fantastic Haunted parks [big grin]. I never said not to adjust the hitboxes so that we can't theme the rides better. I'm all for that. What I don't want is "NO Collision at all!"
 
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Well, with peeps walking through each other, I guess we Can all make fantastic Haunted parks [big grin]. I never said not to adjust the hitboxes so that we can't theme the rides better. I'm all for that. What I don't want is "NO Collision at all!"

Why do you keep bringing up the "peeps walking through each other? This is not what we are talking about here. This is completely different thing. We want dissable collision for scenery and buildings only... If you don´t want people to go trhough the scenery, simply place it so it doesn´t happen. It´s as simple as that.

People do not walkthrough each other already. They also do not have collision for scenery. And all we want is to dissable collision of scenery even further, for paths, rides and buildings.
 
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Let's apply a little bit of logic please. I don't want a park populated by ghosts. There has to be some realism. I am all for adjusting it, but completely removing it in my opinion is just plain silly.

Why would your park, exactly as it is now, be "populated by ghosts" if paths and rides and buildings were allowed to go through each other?

What, exactly, changes on your end, in your experience?

The answer is absolutely nothing. So what is the problem?

I don't want my entire park to be hot pink, therefore, they should remove the color picker. Do you see how that argument is terrible? I don't have to make everything hot pink.

You don't have to put paths through rides and buildings close to tracks.
 
Well, with peeps walking through each other, I guess we Can all make fantastic Haunted parks [big grin]. I never said not to adjust the hitboxes so that we can't theme the rides better. I'm all for that. What I don't want is "NO Collision at all!"

We don't want no collision for everyone in the game, juste an option for disable it in créative mode. If you want keep collisions, nobody will oblige you to disable it.
 
I am trying to suggest a believable compromise.

Problem is, your 'believable' is someone else's 'restrictive'.

Look, turning off collision for scenery won't affect the peeps at all. They won't suddenly start walking thru each other. It simply means we can get scenery on rides etc looking the way we want, without restriction.

If you want 'realism' and are happy with collision as it is now in the game, don't enable this.
 
I thought the patch notes said it had been updated to allow this :shrug:

No, you're right, it doesn't! Dunno why they claimed it then. When I replied to you I had assumed I could take the patch notes as gospel.

When I made my original reply, I had JUST exited out of RCTW specifically to check what they have done in regards to collision.
It's been a peeve of mine for 7 months. It's still not good. Some rides still have huge hitboxes. Many rides don't let you place path anywhere near as close as you can in PlanCo.

I fully support the desire to remove collision entirely. At least the option to, in PlanCo.
You just can't hold RCTW up as an example.
 
Check out this thread I started and you will see that I am not against modifying the hit boxes entirely: https://forums.planetcoaster.com/showthread.php/18399-Problem-with-Mine-Train But there has to be a limit somewhere as to how far we go.

But why is there? At the moment you have stated you don't want it because it's not realistic to you. What about all the others that make floating islands and that. Why does having a hitbox change anything that you are doing? Why does it if offered as an option change anything that you would choose to make if you can still use the hitbox?

I am sorry but I am not understanding the logic that you are using here with your comments.

They just don't tally and end up as I don't want it because I wont use it.
 
In that other thread I said the hit box below the track should be lessened so that the track could actually be placed on the terrain or on community made bridges without floating above them.
 
With the part about RCT3, yes in my opinion that's not really a realistic expectation considering this game was built from the ground up and is not intended as a sequel to RCT3, nor as a rival to the RCT series (saying that from speaking with Jonny Watts btw). I think it's perfectly reasonable to expect things to be added in due course though, but as coolraver said, it's not that simple to just add something new when it's requested, especially in this time period when most of the development time will be spent on bug fixes and performance upgrades.

Regardless of what Frontier's intent was, people who played the earlier RCT games expect this to be RCT4, and they want it to have most, if not all, of the good features of RCT3. To expect otherwise is, in my opinion, very naive. You can tell me a dog is a cat in a different form, but I know it's a dog. If Frontier was making their first roller coaster game, then they could reasonably expect to call this a stand-alone game but they were the developers of RCT3 and the expansions and I'd be willing to bet nobody who played the earlier games actually treats this like it is a completely different game. I know I don't. To me it is Roller Coaster Tycoon 4 no matter what they had to call it for legal purposes. And it will continue to be compared to the earlier version. Frontier may think they are reinventing the wheel, but they're not.

Except for the graphics and some of the building features, I don't see a whole lot of improvement that was worth waiting 10 years for. The pathing system is often unwieldy, the choice of which items have the 3D manipulator available seems arbitrary. Standard scenery items like fencing, lighting, seats and tables are minimal if they exist at all. Terrain painting in a number of areas is all but useless. The selection of decorative foliage, aside from trees is anemic to say the least. No flowerbeds, no actual flowers at all. Blueprints aren't saved as one building so you have to rubber band select the whole thing to move or manipulate it after placing, which can be problematic if it's near another structure. There are virtually no interior decorating features, including flooring or wall coverings, or the ability for anyone else to create any, so far.

If they were using an established engine for this game, like Unity, for example, I'd say they did the best they could within the engine's limitations. But they built the engine! These aren't limitations, they are design flaws brought about because they had to rush the game to get to the Christmas season for release and because they had to compete with RCT World.
Frankly, if I wanted pathing limitations, buildings saved in pieces, or collision detection for scenery on rides, and poor custom content management, I'd be better off playing RCT3. Because at least the park management isn't as much of a royal micromanaging pain in the neck. And with two expansions, path covers and years of custom content, I can still build almost the park of my dreams. In many ways, it's a far better game than this thing is right now.

And Frontier better start listening to the volume of complaints they get, because most of the people I know who played from alpha to release, are jumping ship in frustration. I'm one of them, although I didn't play the alphas, but I closely followed the forums and the development of the game. Personally, I just got tired of fighting the path snake.
 
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These aren't limitations, they are design flaws brought about because they had to rush the game to get to the Christmas season for release and because they had to compete with RCT World.

Spot on!

The limitations are all about a balance between challenge and creativity.

You make me want to [cry]. How can you insult our intelligence like that? Sure, the game needs to become more challenging but we all know that's a problem with the broken management part. I guess as a moderator it's your job to think PC is the best thing since sliced bread, but I mean, come on!
 
I am not being biased at all. At the end of the day I don't work for Frontier, I am a volunteer and a fan just like you.
Just pointing out that the limits are there for reasons that may not be clear to all of us. e.g. collision detection
 
I am not being biased at all. At the end of the day I don't work for Frontier, I am a volunteer and a fan just like you.
Just pointing out that the limits are there for reasons that may not be clear to all of us. e.g. collision detection

Alright, so you work for them but don't get paid - same difference [wink]. That's not my point though. You got no real argument in your defense of the devs. With the same right I can state the limits are there because they could care less about what we want. [I am not making that statement though!]

Anyways, it's programming, so the limits of what you can make the code do are your skills and the time you invest (which translates to money, obviously).
 
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Alright, so you work for them but don't get paid - same difference [wink]. That's not my point though. You got no real argument in your defense of the devs. With the same right I can state the limits are there because they could care less about what we want. [I am not making that statement though!]

Anyways, it's programming, so the limits of what you can make the code do are your skills and the time you invest (which translates to money, obviously).

Just because he is a mod doesn't mean he isn't entitled to an opinion. And BTW mods do not work for the developers paid or not, they are here as volunteers to try to keep order on the forum.
 
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