Redo on the rapids ride

The rapids ride is seriously frustrating to me. I made a post a little bit ago about not being able to create splash parts, but thanks to some members on here I realized that it's because I'm using the wider tracks... which makes no sense to me! So here are my main complaints about the rapids ride:

1. No splashes on the wider tracks.
2. Dragging the track downwards, while it creates a downwards hill, does not create any splashes.
3. Rapids sections need re-worked. They just shake the boat around but don't seem to do much of anything.
4. Any terrain editing around the track is super far away. So if you try and raise the terrain to a similar level as the ride, it's always incredibly far away. You have to use a lot of scenery to cover up these parts.
5. As stated in another thread on here, the turn-style entrance is a must!

I will say the visuals on the ride are gorgeous, so it visually looks great! It's just not functional...
 
I think the rapids will be something they will improve on, Its something that they wanted to add to the game to make it a full themepark game. There is many many people who have not followed the games development who build the rapids and are impressed with it, anyways, from the other theme park simulations, expectations are not high for water rides and PC's both surpass them significantly
 
I am glad it's in the game, and I love the way the log flume ride turned out. I just hope that it is improved on. The devs have done an amazing job, and some of the things I've wanted in a sim game they put in. I was incredibly excited back in phase 2 when they did the coaster stations, and the game continues to impress me.

And I do love what people are doing with the ride. It finally looks seamless if you do it right. Doesn't look so out of place like it did in RCT 3
 
I am glad it's in the game, and I love the way the log flume ride turned out. I just hope that it is improved on. The devs have done an amazing job, and some of the things I've wanted in a sim game they put in. I was incredibly excited back in phase 2 when they did the coaster stations, and the game continues to impress me.

And I do love what people are doing with the ride. It finally looks seamless if you do it right. Doesn't look so out of place like it did in RCT 3

not happy with the log flume myself honestly, you cant make gradual slopes without making it halfway impossible to finish the ride.
 
My issues with the log flume are that:

1. You can't submerge the track into water. Even the splash area rides above the water.

2. I find it hard to control the speed of the log. It doesn't accelerate going down a gentle slope like I expect it to.

3. Can't alter the steepness or gentleness of a drop. It's too much like RCT3 piece-by-piece biulding.

I think #1 is the one that bothers me the most. It'd be real nice if we had some log flume track that got rid of the fiberglass channel and just showed guide rails for the log. That would look perfect submerged in water, especially if the splash down effect still worked.
 
Yeah the log flume is quite dissapointing. The "splash section" is literally nothing but the normal tube track that happens to have 2 basins of water on each side. And the friction of the water on downward slopes is ridiculous. It seems like the log can pick up some speed, but it is constantly slowed down because the water always moves at the exact same rate. In reality, the water is what speeds up going downhill and pulls the boat with it. And since you really can't even begin to pick up speed unless you use their designated drop sections, everything between those has a flat 3.00 excitement rating....
 
I really hope the interaction between water rides and water gets fixed. There's no reason I shouldn't be able to bring the water up higher. This affects both the log flume and the river rapids. Both rides are weird like this.

OnSTWPw.png
 
I think the main problem with this comes from the fact that your water will clip into your ridetrack.
It think they need a big work on water in general, actualy it is only "cosmetics" which runs very fast into its limits.
 
In regards to the rapids, I just want the ability for:

  • Specific scenery with collision that can be placed inside the track and along the track edge so that boat can knock into it. This should be in the ride UI and include rocks, logs and other such items. This would allow for others to be placed as decorative without causing issues
  • Adjustable width of 5m to 16m
  • Waterfall/FX pieces that are more specific to the scale you would have here
  • No collision on track for the voxel terrain system or standard scenery items
  • More design options of special items
  • Adjustable slopes with proper physics for the boat
  • Adjustable lift slope & speed adjustment for it
 
I think the main problem with this comes from the fact that your water will clip into your ridetrack.
It think they need a big work on water in general, actualy it is only "cosmetics" which runs very fast into its limits.
That would be the intention. [up] I want water to clip into the track and the splash area. I want to bring the environment water level up to or slightly below the water level in the flume and splash area. I want to make it look like the ride is dropping into a lake. See example real-world rides at:

https://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/PirateFalls.JPG/800px-PirateFalls.JPG
https://parkvault.files.wordpress.com/2015/07/space-world-flume.jpg

The same principle applies to the rapids ride. Both the river rapids and log flume are unable to be submerged into the water. I'd like to see this changed in the short term. In the longer term, perhaps Frontier can create tracks lacking water channels for both rides.

In regards to the rapids, I just want the ability for:

  • Specific scenery with collision that can be placed inside the track and along the track edge so that boat can knock into it. This should be in the ride UI and include rocks, logs and other such items. This would allow for others to be placed as decorative without causing issues
  • Adjustable width of 5m to 16m
  • Waterfall/FX pieces that are more specific to the scale you would have here
  • No collision on track for the voxel terrain system or standard scenery items
  • More design options of special items
  • Adjustable slopes with proper physics for the boat
  • Adjustable lift slope & speed adjustment for it
I love all of this. However, I think the waterfall request can be met with existing terrain and water effects. I've attached some water fountain and splashing water effects to terrain and water ride track. This easily creates the waterfall effect or makes rapids seem a bit more treacherous. It's easy to hide the effects inside terrain. The ride collision does create problems with hiding the effect models as you can't embed them into the water channel. It's also impossible to get rocks and terrain features sufficiently close to the water channel. =/
 
That would be the intention. [up] I want water to clip into the track and the splash area. I want to bring the environment water level up to or slightly below the water level in the flume and splash area. I want to make it look like the ride is dropping into a lake. See example real-world rides at:

https://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/PirateFalls.JPG/800px-PirateFalls.JPG
https://parkvault.files.wordpress.com/2015/07/space-world-flume.jpg

The same principle applies to the rapids ride. Both the river rapids and log flume are unable to be submerged into the water. I'd like to see this changed in the short term. In the longer term, perhaps Frontier can create tracks lacking water channels for both rides.


I love all of this. However, I think the waterfall request can be met with existing terrain and water effects. I've attached some water fountain and splashing water effects to terrain and water ride track. This easily creates the waterfall effect or makes rapids seem a bit more treacherous. It's easy to hide the effects inside terrain. The ride collision does create problems with hiding the effect models as you can't embed them into the water channel. It's also impossible to get rocks and terrain features sufficiently close to the water channel. =/

Aye they can if you set them high enough above the hitbox, however I would like them not to have collision or specific waterfall vfx really for it depending on what is easier.

But otherwise thank you :) appreciated I am not only one who would like to see this.
 
How do you actually get a river rapids excitement up to high values? Mine is at 3.9 and its maxed out on scenery. Has a couple trigger events of the water kind (you'd think that would add to excitement, heat maps say otherwise).

Its got a lot of rapid water and wide track, doesn't really do any drops like a log flume, gradually declines all the way back to station, like most river rapids do... but 3.9 was highest it would ever get for mine for excitement i don't get it =/
 
Honestly, I think Flumes need more work than Rapids, but yes, there are definitely clear problems that I'd like to see addressed (all of which have been stated here).
 
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To me the main issue is the unability to set them at water level, or almost water level.

BTW a flume variant with boat cars would also be really nice:

553609.jpg
 
I'm pretty happy with what we got with the rapids, and even the flume.. though they definitely could make them more versatile. I was so happy that they allowed us to auto tunnel the rapids into the ground and the ground wraps around the basin...

7nARUf5.jpg



I think maybe the water/rapids animations just need a little work rather than just being white froth... perhaps 5/6 separate pieces with a different rapid animation for each. I think it's crazy to expect realistic water physics with all the other simulations that are going on in the game. Maybe for PC2.
 
I still hope we get a river tool someday or we will at least be able to set a custom width for the track of the river rapids to make it really integrated with the terrain
 
I would love to see boat cars as an option. Would be great for dark rides, especially with wide walls.
 
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4. Any terrain editing around the track is super far away. So if you try and raise the terrain to a similar level as the ride, it's always incredibly far away. You have to use a lot of scenery to cover up these parts.

Took me a few attempts at making a Rapid ride to realise this: carving auto-tunnel through terrain and creating track above terrain (that you then raise up around it) are two completely different sets of limits. If you auto-tunnel your track into the ground you'll have a much more snug fit than if you try to pull the terrain up around you afterwards. I know that's not helpful when you've already built the track, but worth bearing in mind going forward.

Also, it doesn't help the water-level problem others here have stated. Would be nicer if the water could come up at least as high as the track's lowest water level.

EDIT: I just did a test with the rapids. The red track is the terrain moved in as close as it can get to a built ride; the blue track is using auto-tunnel through a pre-existing hill.
SS8H7IQ.jpg

p8kzTgR.jpg
 
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I agree with everyone else here about being able to raise the water up to the edge of the ride. It would be so much more realistic to be able to bring the water up, and it would make the ride look so much better.

Same thing for the log flume too. Water rides would look great with this!
 
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