Switch tracks on rollercoasters

I mean transfer track. I am so disappointed you see on the news announcement video that there are 2 roller coaster trains behind each other. So there is no switch track/transfer track I assume? It is really super unreleasistic to have to close your roller coaster every time to add 1 or 2 trains to the track when it starts to get busy. This is really a super fun addition to the game and my way of managing amusement park. Too bad it apparently is not added, still not after 10 years. But please add it









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Yes i agree, even though in Planet Coaster 1 i just ran every coaster at full capacity all the time 😬 But yes the more options the better. If i may i want to add different Types of Stations to this as well: Turntable Stations, Conveyor Belt Stations (like Arthur and Voltron and some Omnimover Darkrides.. oh and some Rapids as well), also multiple Stations that i can designate as load and unload Stations if i want, or if i want to be creative and have a Coaster that has one Station in one Themed area, and another one in another Area for example.
 

Vampiro

Volunteer Moderator
I think I have a very unpopular opinion but I don't think we need them.
For me they are eye candy and sure they add to realism but in the current way how planco works, you will never ever use them.

In real life, one day can be very quit and the next day can be a packed park. So the decission to use 1, 2 or even more trains is made on a daily base or sometimes even during the day.
In Planco however we don't have day cycles, once your park reaches an X amount of guests the number is always roughly stable. Which means once you reach the point where you need a second train, you will probably never go back to the situation where you need only 1.

If the whole time cycle would be re-done, then I would greatly support this feature but in the current way I think it would be just a nice to have without real purpose.
 
I think I have a very unpopular opinion but I don't think we need them.
For me they are eye candy and sure they add to realism but in the current way how planco works, you will never ever use them.

In real life, one day can be very quit and the next day can be a packed park. So the decission to use 1, 2 or even more trains is made on a daily base or sometimes even during the day.
In Planco however we don't have day cycles, once your park reaches an X amount of guests the number is always roughly stable. Which means once you reach the point where you need a second train, you will probably never go back to the situation where you need only 1.

If the whole time cycle would be re-done, then I would greatly support this feature but in the current way I think it would be just a nice to have without real purpose.
It seems like we do now have day cycles. There is a spot in the middle of the ui that says Day 1 7:30 am or something. The time barely moved during the demo. May be an indication that time will go differently and guests might even leave your park at the end of the day.😃
 

Vampiro

Volunteer Moderator
It seems like we do now have day cycles. There is a spot in the middle of the ui that says Day 1 7:30 am or something. The time barely moved during the demo. May be an indication that time will go differently and guests might even leave your park at the end of the day.😃
This is indeed something I would love as well!!
I would love to see a crowd build up before opening time and see them storm in at opening time! It would again add a sense of realism. I will take a look at the demo again as I didn't notice this, thanks!

If this is indeed a new way to handle time, then I kind of agree switch tracks would be nice!!
But only if you could set manual triggering points :

IF queue exceeds 300 guests, then add a train.
IF queue is less then 200 guests, remove a train.

Doing it manually seems fun, but you don't want to do that every planco day for all of your 15 coasters.
 
This is indeed something I would love as well!!
I would love to see a crowd build up before opening time and see them storm in at opening time! It would again add a sense of realism. I will take a look at the demo again as I didn't notice this, thanks!

If this is indeed a new way to handle time, then I kind of agree switch tracks would be nice!!
But only if you could set manual triggering points :

IF queue exceeds 300 guests, then add a train.
IF queue is less then 200 guests, remove a train.

Doing it manually seems fun, but you don't want to do that every planco day for all of your 15 coasters.
Oh I can already see the crowds built up before my entrance,when my park opens for the first time. That will be so exciting to see I imagine. I plan to finish one area and then open and meanwhile built the other areas and connect them later.
 
I think Vampiro is right. I wonder what the „queue time“ is for - i saw that in the Deep Dive. But I really need effect tracks, switch tracks, drop tracks or turntables. 😍😀
 
They really should care about stations first. In PC1 stations were... bad!
Actually stations still look the same and who knows how they're working now?
The only sense of transfer tracks is regulation of throughput or maintenance of trains. Regulation of troughput is needed if the amount of trains effects costs. Train maintenance could be usefull to care about coasters without closing them. Might be a new feature to PC2. Otherwise transfer tracks are useless... Nobody would use them regularly.
And yes, it's absolutely normal that trains will line up in stations.
 
Maybe if we're getting drop tracks and switch tracks for more modern and creative layouts, a transfer track would be totally possible as the coding would kinda already be there so should be not too difficult for Frontler to implement.
I'd be happy just to be able to build them. If we can choose to change the number of trains operating while the ride is open and a little animation of the trains being transferred on or off the track happens, then I'd be super happy.
 
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