Update 1.10.1 and the Community Challenge

Awww...I was hoping the increased speed on the SLV tire drives would enable a forward launched shuttle coaster but it doesn't because you can't use it on the shuttle mode, you have to use the backward launch to get the shuttle mode to work. bleh. oh well.[blah]

Oh, and changing track settings still resets the number of station passes to one.
 
Hallelujah! Onwards to the full fix I'ld say! :D :p
Do you mean making it so that if a multiple selection of arbitrarily rotated, non-gridded parts belong to a building, ALL the relative axes of the multiple selection (not just the vertical one) are parallel with the building's axes? If so, then yes, ONWARDS to the full fix! :D But even just going back to pre-1.10 is still a VAST improvement over 1.10.

I note that the 1.10 version (all axes averaged) is still available as an option in 1.10.1. I'm VERY puzzled by this. First, it means that the 1.10 change was deliberate, not an unintended consequence of a change elsewhere. It also means that somebody at Frontier not only thought this was a good idea to start with, but STILL thinks so despite the customer feedback to the contrary.

This makes me curious. There must be some advantage to the 1.10 system I can't see. I wish the person responsible for this change would elucidate on how averaging ANY relative axis, let alone all of them, is beneficial in any way whatsoever when the parts involved belong to a building. This is a total mystery to me, but if the 1.10 system somehow makes life easier instead of harder if you know how to use it, I'd love to learn that trick.
 
Do you mean making it so that if a multiple selection of arbitrarily rotated, non-gridded parts belong to a building, ALL the relative axes of the multiple selection (not just the vertical one) are parallel with the building's axes? If so, then yes, ONWARDS to the full fix! :D But even just going back to pre-1.10 is still a VAST improvement over 1.10.

I note that the 1.10 version (all axes averaged) is still available as an option in 1.10.1. I'm VERY puzzled by this. First, it means that the 1.10 change was deliberate, not an unintended consequence of a change elsewhere. It also means that somebody at Frontier not only thought this was a good idea to start with, but STILL thinks so despite the customer feedback to the contrary.

This makes me curious. There must be some advantage to the 1.10 system I can't see. I wish the person responsible for this change would elucidate on how averaging ANY relative axis, let alone all of them, is beneficial in any way whatsoever when the parts involved belong to a building. This is a total mystery to me, but if the 1.10 system somehow makes life easier instead of harder if you know how to use it, I'd love to learn that trick.
I mean, averaging the axis might have been a decent idea; IF it also aligned it so one of the axis was always horizontal.
 
Try placing the blueprint! Then you’ll hear the sound...
In other words: it’s a new soundeffect, that’ll have to trigger via the display speakers by your own. It isn’t dedicated to this coaster, but just an extra sound effect that you can use for whatever you like...
I had placed and tested the blueprint, but didn't hear the sound until I found the speaker, thanks for the heads-up!


. . . There must be some advantage to the 1.10 system I can't see. I wish the person responsible for this change would elucidate on how averaging ANY relative axis, let alone all of them, is beneficial in any way whatsoever when the parts involved belong to a building. This is a total mystery to me, but if the 1.10 system somehow makes life easier instead of harder if you know how to use it, I'd love to learn that trick.
Yep, +1! [up]
 
Do you mean making it so that if a multiple selection of arbitrarily rotated, non-gridded parts belong to a building, ALL the relative axes of the multiple selection (not just the vertical one) are parallel with the building's axes?
While an extra option to work along the axes of the building would definitly be usefull. You can tweak that allready by rotatating your building so that it matches the world axes. However it should NOT be a replacement of relative axes, because they should be relative TO THE OBJECTS.

Made some screenshot to explain:
I used 4 small cuboids and a selection of extra small circles


A) It would be usefull to multi-select all the cuboids and move them all together along their relative axes.
B) However when you multi-select: the relative axis turn out to be just a variation on the world axes, which seems not that usefull.
C) You can duplicate circles with the anchorpoint being centered.
D) However when you rotate the same selection, relative axes suddenly changes to a variation of the world axes, making it impossible to duplicate them in the same direction without tweaking several axes multiple times.

B & D are NOT problems you solve by making relative multi-object-placement always follow the axes of the building grid.

Edit: B & D seem to be fixed with the new averaging system. Funkyness starts when you combine multiple objects in various stages of rotatedness.
 
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Hayo Coaster Pals!



Last week we celebrated Frontier's 25th birthday! As part of the celebration we gave you a sneaky challenge, place 25,000km of coaster track as a community before the deadline and we would reward everyone with a brand new F25 coaster!

Well, we've been monitoring all your progress in filling your parks with coaster track and we're excited to reveal that you succeeded in placing 25,000km of coaster track! As a reward the F25 will now be made available to everyone on Planet Coaster! Congratulations everyone, you did it!

https://community-cdn.frontier.co.uk/planet-coaster/PC_25th_coaster_screenshot_1_small.jpg

As well as the new coaster reward we also have a few fixes and improvements for Planet Coaster:

Update Notes

New Coaster
  • Celebrating 25 years of Frontier, the F25 coaster features a high speed wheel launch, a sleek car along with sportscar launching sound effects and the Argentum blueprint

Ride and Coaster Bug Fixes
  • Made the chair swinging on the Skies ride less erratic at high track speeds
  • Fixed an issue where the Wheel Lift track piece could not go faster than 9mph on the S.L.V
  • Fixed an issue where the changing track settings would reset the number of station passes
  • Fixed an issue suggested track pieces would not follow the roll of the previous track piece
  • Fixed an issue where the second station built in the Skies ride could not have its layout changed
  • Fixed an issue where the Grand Carousel and Elixir rides would not reach full capacity
  • Fixed an issue where paths could be placed through the station pieces of the Skies ride
  • Fixed an issue where the last tower on an incomplete Skies ride would rotate its sheaves
  • Fixed an issue where the number of trains would not update when adding shuttle launch sections to the S.L.V coaster
  • Fixed an issue where the harnesses would not open when guests boarded the Hyperjump and Ascension rides
  • Fixed an issue where terrain would collide with the bull wheel and drive wheel sections of the Skies ride
  • Fixed an issue where the magnetic brakes on the Vector coaster were on the wrong side of the track
  • Fixed an issue where the bull wheel and drive wheel would stop animating while guests were still on a closed Skies ride
  • Improved the textures at the end of chainlift sections on the Vector coaster

Scenery Bug Fixes
  • Improved upon an issue where video billboards would stutter during playback in complex parks
  • Improved the collision on the Power moves Backdrop - Display Panel so it fits better with the Power Moves ride
UI Bug Fixes
  • Due to valuable feedback, Position and Orientation of objects again uses the method used prior to 1.10. The newer mode can be selected in the game options under "Averaged Orientation in Advanced Move (Experimental)"
  • Fixed an issue where the red outline on obstructed objects would disappear when zooming
  • Fixed an issue where cancelling the Autocomplete on a tracked ride would cause the UI not to update
  • Stopped the music drop down closing when a transport ride entered its station
  • Fixed an issue where the order of track pieces on the Power Up coaster was inconsistent with other coasters

Audio Bug Fixes
  • Fixed an issue where the number of audio voices could become very high on the Skies ride
  • Fixed an issue where the bull wheel audio on the Skies ride would get louder at faster game speeds
  • Fixed an issue where the Aces Sky's chainlift could continue to make sounds when closed
  • Music tracks are now correctly translated for Korean and Traditional Chinese
  • Fixed an issue where smoothing height on the Skies ride could stop its audio from playing
  • Fixed an issue where the audio of the Skies ride would continue while guests were being let off

furthermore, this game has always had something going wrong, right now whenever ii load it it shows some stupid promotional flyer i dont care about saying things that dont matter, and heres the kicker, theres no little 'x' to escape the promotional purgatory, the only option i have is to open this forum and read about how it almost functions, let me tell you as fun as this is its hardly suffices as a roller coaster tycoon, seriously just put a little 'x' so i can skip past all the 'hey were almost a functioning game like all the rest' flyer or maybe allow us to change the ratio, because im assuming there is a little 'x' i just cant see it because of the stupid low resolution
 
furthermore, this game has always had something going wrong, right now whenever ii load it it shows some stupid promotional flyer i dont care about saying things that dont matter, and heres the kicker, theres no little 'x' to escape the promotional purgatory, the only option i have is to open this forum and read about how it almost functions, let me tell you as fun as this is its hardly suffices as a roller coaster tycoon, seriously just put a little 'x' so i can skip past all the 'hey were almost a functioning game like all the rest' flyer or maybe allow us to change the ratio, because im assuming there is a little 'x' i just cant see it because of the stupid low resolution
??? What are you talking about? There is no "Promotional flyer" in the launch of the game. How about a screenshot backing up your "claim"?
 
Maybe he means the pop-up with ads featuring games on sale that sometimes comes up if you access the game by opening Steam?
 
Pretty sure we're talking about that in game popup that opens over the main menu when launching the first time after an update. Nowadays it mostly serves as an advertisement for the latest DLC and that is indeed pretty pointless since everyone who is interested in that stuff knows about it and probably already blindly purchased it anyway.

That dialog should open only once, but maybe it doesn't register as being shown before the user dismisses it and apparently the dismiss button is off screen when running a potato resolution?
 
Funny, I never get an in-game pop-up after any up-dates! That's why I wasn't sure what he was referring to...interesting!
 
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