Removing Station Supports

Hi everyone \o

There is an option, in ride settings, allowing us to remove supports from segments of a track.
It works perfectly... except when it comes to removing station's supports.
When selecting the station itself, the checkbox is still there... but checking it or unchecking it has just the very same results: supports are still there. I'm not sure this is how it is supposed to work.

1) The station supports should actually disappear on unchecking the checkbox.
or
2) The checkbox shouldn't be there suggesting you can remove supports from a station, in the first place.

A way to force removal of station supports is that of having your track running exactly under each support pillar.
So, theorethically, one could create a set of "ghost tracks" suspended right under each support of the station... (as close as possible to the station) Hopefully they're still part of the track and should be saved along with the rest in the blueprint, resulting in a perfectly supportless deployable coaster.
Not sure it'd work, haven't tried it yet [tongue]

Is there anything I'm missing here? Any other way I haven't thought of? Any secret combo or exoteric ritual to make those supports actually go away?
 
Hmm. By coincidence, I tried to disable station supports myself for the 1st time last night. I had some trouble with it, but eventually got it to work by making sure I had only the station itself selected, not any of the rest of the track.

HOWEVER, it only worked for that one instance of the coaster and only when it was still in that same place. I moved the coaster and the station supports came back. The supports were also present when placing a copy of the coaster from a blueprint.

So yeah, it's sort of flaky, but it does work after a fashion. Sometimes.
 
Ah, I see. Yes I am pretty sure I tried with the station being the only selected segment... but anyway, from what I understand, it might work but the resulting blueprints would present the same problem again, anyway. So, not an option (well, I'm oriented toward deployable rides)

OT, I do have a problem with sliders too. You know? I go set chainlift speed and the slider will go back to its first value, I really have to repeat several times to have it done <_<

Here, I managed perfect supportless floating with "ghost tracks"... which was slightly more complex than one might suspect :D I ended up using the tracks upside down so that the room for the car was not in the way of the building and the ghost tracks could stay closer to the bottom of the station...

pAEFaBE.jpg
 
OT, I do have a problem with sliders too. You know? I go set chainlift speed and the slider will go back to its first value, I really have to repeat several times to have it done <_<

I haven't had that problem with chain lifts, but it's definitely an issue with the horizontal wheels. They keep resetting to the default until you complete the ride's circuit, and then they all have to be the same speed. Also, if you put multiple wheels consecutively, you can't give some of them one speed and some another, they all have to be the same. Same goes with brakes. If you put 2 brakes adjacent, even different types, you can only set 1 target speed for the whole line, not by individual brakes.
 
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