The game needs a better coaster builder.

I will go directly to the point, while I'm building a coaster in Planet Coaster, feels like I'm playing a remastered/improved version of RCT3 with all the segment thing, and this includes the path builder.

The builder needs a option to build freely, simply drag the end of a section and put whatever you want. Almost all the current game of simulation and building includes a free build option, escaping of the grid/segment thing, one with a good implementation Cities Skylines, i fell that only having the option to build in segments a big step-back. This also includes the possibility of shape the section as you want, creating 2 new sections from a bigger one, etc.

For the managing of height and RPY (the inclusion of changing the pitch can be good) it's a bit frustrating, have to drag all the screen to do a huge changes and if you are looking from the opposite direction of the track it goes in the other way. A good option could be the made in RCTW, with the numeric keyboard select the mode and with the mouse wheel adjust. This is not the only option probably a hotkeys or something.

And for the path builder the same, a possibility of a free build as many current simulators have.

This post have the intention of being the much constructive possible, if someone have more ideas propose. I find the game perfect in all the other aspects but the main reason of the people buy this game, being realistic, is to build coasters.

Thank you for your time! And for the developers, thank you for your effort.
 
Hi!

I don't agree with you. I think it is not a need for the game, it's your personal need. Me, I'm fine with the coaster builder as it is.
But, ther might be a possibility to add a tick-box to have kind of an "advanced" coaster builder with more freedom, that would help both of us.

For the path tool, I'm very happy - it's better than most of what I've seen. The only point for me with the paths is the distance to the terrain when you build uphill or downhill paths.

This is just my opinon, nothing personal against anyone!
 
Hi!

I don't agree with you. I think it is not a need for the game, it's your personal need. Me, I'm fine with the coaster builder as it is.
But, ther might be a possibility to add a tick-box to have kind of an "advanced" coaster builder with more freedom, that would help both of us.

For the path tool, I'm very happy - it's better than most of what I've seen. The only point for me with the paths is the distance to the terrain when you build uphill or downhill paths.

This is just my opinon, nothing personal against anyone!

Thank you I like to know the opinion of the other people. I'm not searching for the delete of the current segment building, I only want a option apart for a building system with more freedom.
For the path tool I have ambiguous opinion, it's good, but probably a bit of improvement won't harm a more friendly way. I have seen streamers struggle trying to build the path as they want.
 
Thank you I like to know the opinion of the other people. I'm not searching for the delete of the current segment building, I only want a option apart for a building system with more freedom.
For the path tool I have ambiguous opinion, it's good, but probably a bit of improvement won't harm a more friendly way. I have seen streamers struggle trying to build the path as they want.


paths are tricky.. but once you figure out how they behave it's a cake walk
 
I have not played the Alpha much (only ordered Beta) but I played Alpha a little at my friends. I found the features/toolset in PC a bit more time consuming than RCT3. In RCT3 I can make a really cool, well designed, even somewhat realistic (or not) coaster in like 10 minutes flat, and have it receive a good rating... and I miss that simplicity.

Dont get me wrong I think PC is awesome and hopefully in time, with more experience, Ill get better. But I played RCT for many many years and grew very accustomed to its design. Making the switch to PC is something I will get used to, but everything in PC is more time consuming, and thats just a little frustrating at this point... still cant wait for the beta!!!!
 
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I run into constant bugs during the editor so I spend me time doing scenery. the coaster track is always going in a direction I dont want it to, im constantly having to move the arrows to make a stright track because it ALWAYS wants to curve left right up or down.
 
When making a curve, the editor anticipates what the next segment will be that is why it reacts in the way it does. Personally I only had trouble with this when I first started making coasters, after working with it awhile I got used to it. Even though I am not a master coaster builder, I think in time with more practice I can only get better.
 
I think the current editor should stay for people wanting to build a quick coaster. As for time - coasters take time to build because they're the main attractions in your park, simple as that. I built a decent dive machine in 20 minutes or so. The scenery and queue building... that took much longer.

Although the current system might be good for people wanting a more expedited game experience, I agree that it is imperative that the game have an advanced coaster editor. It's called Planet COASTER for a reason. Emphasis on the "coaster" part... Right now, I can't design tracks as smooth as I'd like and with the precision I'd like or even the operating features I'd like. I tried re-creating a Nolimits 2 coaster I had made and when I tried using the smooth banking option, it completely destroyed the shape of my rolling element. It made it roll all wrong and if I tried to undo the changes, it would make it choppy. I couldn't make even a simplified version of the element. Coasters every year seem to get more complicated in how the track is shaped because there really are few restrictions on how you can shape the coaster track - Planet Coaster needs to reflect this.
 
It's called Planet COASTER for a reason. Emphasis on the "coaster" part.
But, but... i was hoping for space travel like how Mario Galaxy emphasized the galaxy part... RCT focused on "tycooning" so PC should focus on Planeteering [wink] clearly the map size is too small to achieve this right now hopefully it will drastically increase!
 
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The coaster builder definitely takes some getting used to, but it really is a powerful tool overall. It has improved greatly since the first and second alpha. Now I've been able to create custom elements on my coasters, which I had never been able to do before. The smooth tool does need some work and I would like an autobanking tool added to fix lateral gforces, but other than that, it's pretty good!
 
i dont get it, i think the coaster editor is quite easy to work with, and you can literally go where ever you want with it (do you guys ever take angle snap off) it takes some learning and getting used to it, but once you do, you can literally make anything. unfortunately the ability to do that, destroys simplicity.... you cant have coasters that allow for this much freedom in lay out and also the ability to make it in 30 seconds, the reason, creaper, it was easy and fast to build coasters in the previous game is because the games were way less complex, everything was locked to a grid position, mostly.

tip for you coaster builders DO NOT use camera snap, use free camera and press "t" for that camera mode, use the camera to look at the coaster as you build it from an angle that helps, this will solve a lot of your frustration in the long run.

when building things in a 3d space, its best to have a free camera, as the wrong angle can throw off your perception of what your doing....use the free camera to put yourself in a good view to adjust frequently.

free build option, escaping of the grid/segment thing
And for the path builder the same, a possibility of a free build as many current simulators have.

im not understanding this, you can already build paths and coasters free from the grid.
 
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I think that Planet Coaster's coaster editor could really benefit from the ability to specify a start and end point for a segment of track, then be able to precisely manipulate the pitch, yaw, and roll of the endpoint. Then the editor would generate a smooth curve to that point.

Another idea I had was "relative positioning"
, not just for coaster nodes, but for every object in the game. The idea is that when you press a key, you could select an already existing object in the world (whether it be a piece of scenery or a piece of coaster track). Then you could position your current object in relation to that. For coaster track, you could get the exact height or pitch of another piece of track. This idea could also apply to the above idea, so the endpoint could be precisely positioned.

Did that make any sense?
 
I run into constant bugs during the editor so I spend me time doing scenery. the coaster track is always going in a direction I dont want it to, im constantly having to move the arrows to make a stright track because it ALWAYS wants to curve left right up or down.

If it's doing that it's because of a tree, path, ride, or terrain in the way. Delete what's in front of it and it will go straight again.
 
It remembers the last track and that's what it places next, if it's different than the last piece, it is reacting to "something". It doesn't just randomly go left and right and up and down.

If the new piece was always straight, you would constantly be fiddling with it. Except when you are laying straight track. Coasters rarely have lots of straight track.

You can set one piece for a helix, and clicky clicky clicky to make your helix.
 
My suggestion is to implement a system, without deleting the current, which give more freedom in the building. I have 2 videos that are close to my idea of a more advanced building sytem:


Researching for internet finally i found the correct name for what i'm thinking, a spline building system.
[video=youtube;5qFexIPfLM8]https://www.youtube.com/watch?v=5qFexIPfLM8[/video]

And for the building of path and coaster:
[video=youtube;vKEWpof6xho]https://www.youtube.com/watch?v=vKEWpof6xho[/video]

I know it's a city builder but probably is one with the best road builder and a good reference.
 
I think the coaster editor is now wonderful.

The in-world controls for manipulating the track make total sense to me, the pre-defined track elements are now of great quality and there are a huge number to choose from too.

I think the updated options between Alpha 2 and 3 are great too, much more intuitive in particular the track selection tool.

The only thing I think that could be done better at this point is auto-removal of trees and bushes when they are in the way.
 
Is the coaster builder not already spline-based? I could have sworn this was something mentioned months ago.
 
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