The Huntsman motion-based dark-ride that came with the Spooky DLC is a dream come true.
The vehicle is beautiful, no problems here.
However troubles come when you try to do the motions with the sliders controls... It's not easy, you have no visual previsualisation whatsoever (RCT3 had ghost vehicles, that was perfect), it's confusing, etc...
But beyond those problems that'll be ironed out (right?), I have a suggestion to hightly improve the ride.
As of now, the motions are controlled according to the track pieces. that means you have one position allowed per track piece. If you go over three track pieces, you can put three positions, etc.
... this is way too few. Plus, if we want to implement variable speed and stop sections (mandatory!), I don't want the motions to slow down or stop... The whole point would be to have the motions carry on even if the carriage is stopped.
So instead of triggering the motions via the track pieces, I'd love to see a timeline being sync with the track.
First you build your ride, with variable speed, stops, accelerations, braking, etc. And then you have a timeline, similar to RCT3's MixMaster where you can put the motions on the four axis (with a stewart platform you can have up to 6 axis, tho).
When you put your cursor over the timeline, it shows a ghost vehicle where the ride is on that exact timestamp. Likewise the other way around.
That's how real-life motion-based vehicles work anyway. It's not related to the position on the layout (although it's constantly checked):
[video=youtube;49YAX6qMMoY]https://www.youtube.com/watch?v=49YAX6qMMoY[/video]
By the way, a timeline for triggered events and fireworks shows would be needed as well. #bringbacktheMixMaster

The vehicle is beautiful, no problems here.
However troubles come when you try to do the motions with the sliders controls... It's not easy, you have no visual previsualisation whatsoever (RCT3 had ghost vehicles, that was perfect), it's confusing, etc...
But beyond those problems that'll be ironed out (right?), I have a suggestion to hightly improve the ride.
As of now, the motions are controlled according to the track pieces. that means you have one position allowed per track piece. If you go over three track pieces, you can put three positions, etc.
... this is way too few. Plus, if we want to implement variable speed and stop sections (mandatory!), I don't want the motions to slow down or stop... The whole point would be to have the motions carry on even if the carriage is stopped.
So instead of triggering the motions via the track pieces, I'd love to see a timeline being sync with the track.
First you build your ride, with variable speed, stops, accelerations, braking, etc. And then you have a timeline, similar to RCT3's MixMaster where you can put the motions on the four axis (with a stewart platform you can have up to 6 axis, tho).
When you put your cursor over the timeline, it shows a ghost vehicle where the ride is on that exact timestamp. Likewise the other way around.
That's how real-life motion-based vehicles work anyway. It's not related to the position on the layout (although it's constantly checked):
[video=youtube;49YAX6qMMoY]https://www.youtube.com/watch?v=49YAX6qMMoY[/video]
By the way, a timeline for triggered events and fireworks shows would be needed as well. #bringbacktheMixMaster
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