Update 1.3.7

Thank goodness this was fixed, SV breaking down all the time meant that it couldnt make profit thus tanking the finances of any park
 
Last edited:
Yeah I totally agree! But maybe Frontier are too lazy to do something that might take an HOUR TO DO. Could you imagine sitting down for 20 minutes and changing a number. Seems like a really hard job right there...

Oh so you know how the code is structured for this easy change?

People are not asking for a quick change of a value they are asking for a dynamic change
 
Yeah I totally agree! But maybe Frontier are too lazy to do something that might take an HOUR TO DO. Could you imagine sitting down for 20 minutes and changing a number. Seems like a really hard job right there...

You must not understand programming. A slider would cause many variables to change and possibly break the game. That is why we currently have the cheatcodes for medium or low friction. But what is concerning is the fact that cheatcodes cant be saved, and they affect all coasters in a park at the same time, so you can't apply the cheat to just one ride.
 
This forum needs a friction slider.

::BaZInga::

Sometimes I feel like forums sole purpose is for people to complain and argue with each other.

Team posts a patch, they are met with grief.

I really hope they end all this nonsense with moddable code soon. Then people can spend the so called "hour" it takes to adjust what ever complaint they have with the game.


Good work Frontier, thanks for the quick interim patch.
 
Last edited:
The awesome folks in the Planet Coaster dev team have been hard at work on some new and exciting content. Luckily for us, they've managed to grab a few moments to bring in a few small changes today to further improve the game experience.

In today's release we will be updating the Cedar Point exclusive Steel Vengeance blueprint to make our in-game replica even more authentic. We’ll also be adding some new textures to the Steel Vengeance track as well as some small bug fixes.

We hope you enjoy and we’re looking forward to sharing more news on what the team have been working on at Frontier Expo17, we’re looking forward to seeing you there, or joining us for the livestreams.

Coaster Improvements

  • Improved the Steel Vengeance coaster blueprint to more closely match the speed and height of the ride.
  • Reduced the wear on the Steel Vengeance track.
  • Guests will now get on the Steel Vengeance in the correct order.
  • Improved the lighting on the Steel Vengeance car.

Thank you for the update can't wait to see the new content for Planet Coaster in the next update. I'm hoping that we see a fall mini update that would be a nice surprise.
 
Yeah I totally agree! But maybe Frontier are too lazy to do something that might take an HOUR TO DO. Could you imagine sitting down for 20 minutes and changing a number. Seems like a really hard job right there...

This is horrible. Being an indie dev myself and having work for another studio with WB publishing, I absolutely hate the sentiment some gamers seem to have.
Lazy devs is 99% never true, and something that seems easy for people that dont really undertand how game development works may not be so easy in reality.
And I say this having criticised the update, but this in not the way to give constructive criticms, not in the slightlest.
And we know most of the time Frontier hear our requests, although sometimes the communication can be a little sparse.

::BaZInga::

Sometimes I feel like forums sole purpose is for people to complain and argue with each other.

Team posts a patch, they are met with grief.

I really hope they end all this nonsense with moddable code soon. Then people can spend the so called "hour" it takes to adjust what ever complaint they have with the game.


Good work Frontier, thanks for the quick interim patch.

BUT this type of posts don't help either. People should feel free to criticise, if the criticism is constructive and not hateful (like the post I mentioned that I feel is a really bad way to criticise becuase lazy devs is a very hateful thing to say).
If people say only all the time "oh what a beautiful game you are making, this is perfect", even with the many problems the game has, nothing would be fixed. Lots of the grievances we've had with the game have been fixed in older updates, becuase we spoke with Frontier about them.

Im actually thankful that Zac came to the thread and explained to me what was this update really about, and that they were not forced by Cedar Fair to change anything, because reading the OP you could think that way (thats why my comment was about not undertanding why this update was prioritised, but from the point of view of a player that just read it it seem like a slap to the face, even if it was not intended, and Zac said it wasnt). I think its a conversation that was needed.
Its also not bad to remind Frontier sometimes that wooden coasters are still really bad friction wise. Who knows, maybe they are even working on it for the Expo update, its not the first time they have surprised us, like when the fixed the biomes problem to something that seem really hard to fix but thanks to a great new idea by Andy C it was resolved ina different way.
 
Im actually thankful that Zac came to the thread and explained to me what was this update really about, and that they were not forced by Cedar Fair to change anything, because reading the OP you could think that way (thats why my comment was about not undertanding why this update was prioritised, but from the point of view of a player that just read it it seem like a slap to the face, even if it was not intended, and Zac said it wasnt). I think its a conversation that was needed.
Its also not bad to remind Frontier sometimes that wooden coasters are still really bad friction wise. Who knows, maybe they are even working on it for the Expo update, its not the first time they have surprised us, like when the fixed the biomes problem to something that seem really hard to fix but thanks to a great new idea by Andy C it was resolved ina different way.

Agreed, but at some point you cant hide behind the 'it might come as a surprise' argument. The friction is something that should have been fixed a long time ago. And I think Doge is joking, but it is true that the friction very likely is a set of parameters that need to be tweaked for it to be fixed. Friction calculations are relatively simple. When we get friction fixed as a surprise, people wont think 'oh wow what a great surprise', rather it would be more like 'finally, took you long enough'.
 
So after looking at the update I wanted to make a video comparison of Steel Vengeance Version 1, Version 2 (the one made for this update) and the official Cedar Point Virtual POV.
[video=youtube;oM72ImGJIQ8]https://www.youtube.com/watch?v=oM72ImGJIQ8[/video]

V2 has completely been changed, and now feels really accurate to the Cedar Point version. Sadly it starts to lag a little behind after the second inversion becuase of the games friction, but measurements seem to be on point.

Something surprising (and really interesting) is that the inversions of v2 are SUPER smooth, the community can only get them that smooth by using the 4m track trick, but this seems to not be using that. That could actually mean v2 has been built with an improved coaster editor. Maybe something for the future update?
 
Something surprising (and really interesting) is that the inversions of v2 are SUPER smooth, the community can only get them that smooth by using the 4m track trick, but this seems to not be using that. That could actually mean v2 has been built with an improved coaster editor. Maybe something for the future update?

Its a big improvement over the first version! It still misses a lot of the finer track details which just aren't possible at the moment with the coaster builder.

I haven't tried the blueprint yet, but from your video the inversions still seem pretty rough. It looks like they used the 4m method, then deleted some pieces and reconnected the track to hide the fact they use it...
 
Last edited:
If anything I think it's the camera that's smoother and not the track, the track still does not look smooth
 
https://www.youtube.com/watch?v=oM72ImGJIQ8

V2 has completely been changed, and now feels really accurate to the Cedar Point version. Sadly it starts to lag a little behind after the second inversion becuase of the games friction, but measurements seem to be on point.

Awesome video, really confusing to me though lol... is the Virtual POV taken with a real life camera of the actual ride? It looks weird. I also feel like that video shows a lot of differences, like why are they different colors and no station? and the friction/speed is way off before the chain, but they definitely are very very similar for the most part, with nice attention to details
 
Last edited:
Awesome video, really confusing to me though lol... is the Virtual POV taken with a real life camera of the actual ride? It looks weird. I also feel like that video shows a lot of differences, like why are they different colors and no station? and the friction/speed is way off before the chain, but they definitely are very very similar for the most part, with nice attention to details

the "real" POV is a computer generated model
 
Being able to adjust coaster friction would be my number one request at this point. If a friction slider is not possible, then maybe just a tick box within each coaster's settings to reduce the friction by 5%. Even if the coaster friction is 100% accurate now, I don't always find it fun to work with.
 
Something surprising (and really interesting) is that the inversions of v2 are SUPER smooth, the community can only get them that smooth by using the 4m track trick, but this seems to not be using that. That could actually mean v2 has been built with an improved coaster editor. Maybe something for the future update?

I have my own meathod that can get the inversions that smooth, but im not prepared to share it yet :p
 
So after looking at the update I wanted to make a video comparison of Steel Vengeance Version 1, Version 2 (the one made for this update) and the official Cedar Point Virtual POV.
https://www.youtube.com/watch?v=oM72ImGJIQ8

V2 has completely been changed, and now feels really accurate to the Cedar Point version. Sadly it starts to lag a little behind after the second inversion becuase of the games friction, but measurements seem to be on point.

Yay SCIENCE! I always appreciate it when folks do serious testing like this.

However, I think it's important to point out that the real coaster is still under construction so that all 3 videos shown here are from simulations. All simulations contain inaccuracies. Until the real coaster is up and running and actual on-ride footage is available, nobody, not even the folks at CP, truly know what the ride will be like.

Is there any basis for assuming that whatever simulation made the official CP video is somehow more accurate than PC? If so, then why aren't we playing that game instead of PC? Seriously, who's to say that the simulation used for the official CP video has the "right" amount of friction. Just MHO but it seems to me that it has too little---the train doesn't appear to slow down nearly enough in the later stages. I figure the real ride will fall somewhere between PC V2 and CP, actually. But we won't know for sure until next year.

Something surprising (and really interesting) is that the inversions of v2 are SUPER smooth, the community can only get them that smooth by using the 4m track trick, but this seems to not be using that. That could actually mean v2 has been built with an improved coaster editor. Maybe something for the future update?

I really didn't notice that myself. It still had the same kinks between each track section throughout the rolls that I get unless I use the pre-fab inversion pieces.
 
300Mb update? Wow, this must be good. Oh wait, 300Mb on a coaster that hasn't even been built yet? So many other things need fixing/improving etc and we get an update for a coaster that isn't even running yet. Friction does seem to be a major issue with a lot of people including myself. Trying to build a replica wooden coaster with as much size accuracy as possible and the coaster doesn't make the 2nd turn due to the over-induced friction and nothing like the real coaster. I know nothing about coding so will not slag off devs or estimate how easy/hard it is but surely a common request should be a higher priority than this latest update?

Just my 2 pence.
 
Back
Top Bottom