General / Off-Topic Roller coaster games

Not much room for discussion there. NoLimits 2 is the industry standard, it is the most powerful rollercoaster simulator out there. But then again; Is there an alternative? The "real" RollerCoaster Tycoon titles, Parkitect and of course Planet Coaster are all video games, they take a lot of liberties with the laws of physics, challenge the player in some way and are of very limited use for real-world designing. There was a semi-serious attempt called Theme Park Studio a few years ago which turned out to be a total joke and Scream Machines is extremely dated and the sequel never made it to the finish line. All those shovelware titles like RollerCoaster Factory, RollerCoaster World (not the "Tycoon" one, although that also turned out to be shovelware) and World's Greatest Coasters 3D are obviously not even worth mentioning.

That being said; NoLimits 2 is by no means a video game! It does its job fairly well, which is simulating and designing rollercoasters on a professional level. But this also means that the software feels dry and sterile and lacks all the charm of games like Planet Coaster. The UI looks bland, it has a pretty steep learning curve and It also sports some weird quirks and workarounds (although far less than Planet Coaster). Also, do bear in mind that custom trains or tracktypes like the ones in the Youtube examples are an absolute chore to implement and require you to work around the systems the developers provided. The application does come with some small scenery objects and flora, but the complex buildings, custom pathways or special effects you see in the movies are all 3D objects you have to make yourself in another program or download from somewhere. There is even a way to script effects and even the behaviour of the coaster itself, but again; very complex. cannot stress this enough, it is a very detailed rollercoaster simulator, not a theme park game. Also, there are no guests wondering around or riding your coaster, which only adds to the sterile feeling of it. There is weather and a full day/ night cycle though, so that's a plus.

Now for the good news, you have full control over every little aspect of the coaster, down to the frequency of the tie placement and individual flanges on the (of course) custom support beams. As I said, it has a bit of a learning curve but I dare to say that it is more accessible and intuitive than Planet Coaster's track builder! :) At least you are truly in control here, there are no limits (hey, it's in the name!) to track length, banking, tightness of curves. The way B-Splines, individual roll nodes and the strict splines work is super weird the first time, but after a while you really get the hang of it and it is an absolute dream to build the track the way you want, as opposed to how the game wants it like in Planet Coaster. Changes to the height, banking or placement of already placed track are super easy and will not mess everything up like PlanCo has a tendency to do. And yes, there is a smooth tool (called Depump vertex) here as well, and it actually works for you, instead of against you.

Just bear in mind that designing a coaster might feel more like programming than playing a game. In the sense that the software is not WYSIWYG and you have to run/ compile (Nolimits calls this "Freeze") your work in order to enjoy the result. Most of the time your are just dragging wireframes and punching numbers in dialogs. But the result is ever so satisfying.
 
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Well said. Personally I found NoLimits 2's basic coaster building to be very accessible. It is a lot easier to get good results. Even if you design a crappy coaster in 2 minutes in NoLimits 2, it will still turn out better than anything you can create in Planet Coaster, thanks to just the sheer amount of control it gives the user.

But I dont think you should really compare it Planet Coaster as a game. NoLimits is a 'hardcore' simulator, meant to design extremely realistic coasters, not meant to play as a game really.
 
Lets just remember one thing here, even No Limits 2 cannot be used to build real rollercoasters, it is not complex enough or powerful enough, you have no choice to actually use some CAD packages in real life. What No Limits 2 does very well though, is enabaling a prospective park or desginer to protoype very quickly and cheaply.
 
Not much room for discussion there. NoLimits 2 is the industry standard, it is the most powerful rollercoaster simulator out there. But then again; Is there an alternative? The "real" RollerCoaster Tycoon titles, Parkitect and of course Planet Coaster are all video games, they take a lot of liberties with the laws of physics, challenge the player in some way and are of very limited use for real-world designing. There was a semi-serious attempt called Theme Park Studio a few years ago which turned out to be a total joke and Scream Machines is extremely dated and the sequel never made it to the finish line. All those shovelware titles like RollerCoaster Factory, RollerCoaster World (not the "Tycoon" one, although that also turned out to be shovelware) and World's Greatest Coasters 3D are obviously not even worth mentioning.

That being said; NoLimits 2 is by no means a video game! It does its job fairly well, which is simulating and designing rollercoasters on a professional level. But this also means that the software feels dry and sterile and lacks all the charm of games like Planet Coaster. The UI looks bland, it has a pretty steep learning curve and It also sports some weird quirks and workarounds (although far less than Planet Coaster). Also, do bear in mind that custom trains or tracktypes like the ones in the Youtube examples are an absolute chore to implement and require you to work around the systems the developers provided. The application does come with some small scenery objects and flora, but the complex buildings, custom pathways or special effects you see in the movies are all 3D objects you have to make yourself in another program or download from somewhere. There is even a way to script effects and even the behaviour of the coaster itself, but again; very complex. cannot stress this enough, it is a very detailed rollercoaster simulator, not a theme park game. Also, there are no guests wondering around or riding your coaster, which only adds to the sterile feeling of it. There is weather and a full day/ night cycle though, so that's a plus.

Now for the good news, you have full control over every little aspect of the coaster, down to the frequency of the tie placement and individual flanges on the (of course) custom support beams. As I said, it has a bit of a learning curve but I dare to say that it is more accessible and intuitive than Planet Coaster's track builder! :) At least you are truly in control here, there are no limits (hey, it's in the name!) to track length, banking, tightness of curves. The way B-Splines, individual roll nodes and the strict splines work is super weird the first time, but after a while you really get the hang of it and it is an absolute dream to build the track the way you want, as opposed to how the game wants it like in Planet Coaster. Changes to the height, banking or placement of already placed track are super easy and will not mess everything up like PlanCo has a tendency to do. And yes, there is a smooth tool (called Depump vertex) here as well, and it actually works for you, instead of against you.

Just bear in mind that designing a coaster might feel more like programming than playing a game. In the sense that the software is not WYSIWYG and you have to run/ compile (Nolimits calls this "Freeze") your work in order to enjoy the result. Most of the time your are just dragging wireframes and punching numbers in dialogs. But the result is ever so satisfying.

Now I understand, thought it was too smooth (Chems was mentioning about smoothing imn forums and I came across this), so it's quite a mission to create more of a fine tuned bespoke roller coaster system, with scripting such as C+, basic stryle or hexidecimal?

It would be nice if PC could incorporate some of the qualities from NL2 for most the coaster part and revolutionise the animatronic side both might be an expansion pack which I would pay for - atm not playing down to 12 FPS and want to carry on with my third park on challenge mode but need a bigger computer, have put a lot of time and energy ion it and would be nice to uplift with some of the qualities from NL2, thanks for the explanation.

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Well said. Personally I found NoLimits 2's basic coaster building to be very accessible. It is a lot easier to get good results. Even if you design a crappy coaster in 2 minutes in NoLimits 2, it will still turn out better than anything you can create in Planet Coaster, thanks to just the sheer amount of control it gives the user.

But I dont think you should really compare it Planet Coaster as a game. NoLimits is a 'hardcore' simulator, meant to design extremely realistic coasters, not meant to play as a game really.

Fair point, however you have been on the smooth train (if you don't mind the pun) for a lon gimt enow and me thinks you got the smooth bug from playing NL2 it all makes sense now, peeling off the layers Chems :)
 
I wish people would stop refering to No Limits as a game. It's not a game, so it's hard to compare.

I totally agree on that.

No Limits: really really really great coaster builder, but that's it. Build a coaster, ride it, build a new coaster, ride it.
RCTW: Never played it, seen video's and made me puke.
Parkitect: Played it early alpha, never touched again, making money (then) was a nightmare.
Theme park studio: tried it, failed it. To hard and not many gameplay elements.
Planet Coaster: Fun and entertaining, very good sandbox game, needs some management improving.
 
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