Update 1.1.3

Vampiro

Volunteer Moderator
OMG ... i know i can get hyped over small things but things like this really show how Frontier is doing everything to create true to life rides :

When the Scizzor starts, it moves backwards for like a few inches. Its barely noticeable untill you zoom in but this is exactly what happens in real life as well. I can't give enough credits to Frontier for adding such small details! [big grin]
 
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The game is beautifully balanced now. My paths are non clogged and my ques are full. Superb job team. The scizzer is a bonus.

Great job frontier.
 
I'm not sure this was brought up already or not. But I was looking at the new Scizzer flat ride in action and noticed something odd. The two rotation axis are synchonized. that means that people on the ride just keep pivoting over the same two spots over and over.
To see this, just place the ride and test it. Now choose a car, any car and keep your eyes on it. you will see that the car pivots over and over on the same spot, not really rotating nor moving., just "gravitating" around the central axis.
 

Joël

Volunteer Moderator
Sorry that these got left out again - let me try and explain why this happens. Development of Planet Coaster continues (with lots of exciting things that I can't talk about right now) on a day to day basis, and changes are committed to source control in the "trunk" (or "mainline"). When we do a "smaller" update like this - the "double point" updates, we use the previous update as a base and selectively merge (or " cherry pick") fixes for specifically highlighted issues, or new features on to the new update from this trunk. When we do a "big update", such as the 1.1 Holiday Update we take this from the trunk, including all the fixes that have been made up until this point.

The reason we don't merge everything on to smaller patches like this is that it takes a great deal of time to merge and test all of these changes. Basing every point update on the trunk isn't really practical either as again the testing burden would be much higher, and we'd have to go through and remove lots of in progress features that aren't currently ready.

So this is why the new signs have been missing from updates - they simply haven't been merged to the "1.1.x" patches yet, but will be included in 1.2.

Cheers

Andy

Hey Andy,

Thank you for sharing some insight into the development and update process for Planet Coaster. It means a lot to know how this works.

Cheers
 
Sorry that these got left out again - let me try and explain why this happens. Development of Planet Coaster continues (with lots of exciting things that I can't talk about right now) on a day to day basis, and changes are committed to source control in the "trunk" (or "mainline"). When we do a "smaller" update like this - the "double point" updates, we use the previous update as a base and selectively merge (or " cherry pick") fixes for specifically highlighted issues, or new features on to the new update from this trunk. When we do a "big update", such as the 1.1 Holiday Update we take this from the trunk, including all the fixes that have been made up until this point.

The reason we don't merge everything on to smaller patches like this is that it takes a great deal of time to merge and test all of these changes. Basing every point update on the trunk isn't really practical either as again the testing burden would be much higher, and we'd have to go through and remove lots of in progress features that aren't currently ready.

So this is why the new signs have been missing from updates - they simply haven't been merged to the "1.1.x" patches yet, but will be included in 1.2.

Cheers

Andy

I like these little explanations. I have no idea what youre talking about, but its a nice little insight into the process of game development!

Keep up the great work.
 
This is wonderful. Many good changes and it is also nicely formatted and well explained.

(Any chance ED will get this good patch notes in the future, too? :D)
 
As ALWAYS, the work done by the devs is GREATLY appreciated! Can't wait to make my guests wait 2hrs (exaggerating) for a ride! [haha]
 
I'm not sure this was brought up already or not. But I was looking at the new Scizzer flat ride in action and noticed something odd. The two rotation axis are synchonized. that means that people on the ride just keep pivoting over the same two spots over and over.
That's because it's nearly the same in real life.
Something weird I found was, that the tires driving on the ground actually rotate, whilest the others are standing still. I love the rotating wheels, that's why I ask myself why not every wheel is moving?

Apart from that, I'm really loving this Update, and finally I see my main coaster with a full queue line [heart]
 
That's because it's nearly the same in real life.
Something weird I found was, that the tires driving on the ground actually rotate, whilest the others are standing still. I love the rotating wheels, that's why I ask myself why not every wheel is moving?

Apart from that, I'm really loving this Update, and finally I see my main coaster with a full queue line [heart]

The other wheel is moving the seats.
 
Fantastic.. Thank you.
A lot of subtle changes and I can see quite clearly the dynamic of my sandbox park has changed.
The new guest feedback is really nice, if a little... repetitive. But still an improvement.
.
Now.. About this April thing......
*starts getting his hopes up*
 
Loving the update so far! Truth be told I was struggling to enjoy the game a few weeks back as there were a few frustrations that were getting to me a bit, I'm happy to say though that after the patch my park is working much better! The new supports look good as does the new flat ride! Looking forward to the April update to see what that brings to the table!

Cheers! [up]
 
Great. I'm still on less than 30 hours since 'release', having spent 200+ hours in Alpha getting over the building phase.

I'll go play other games for a few months to satisfy my need for simulation and challenge. See you guys sometime in April [up].
 
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