Why can we not change the vehicles?

Hello everybody.
I don't know why we need different rides with the same track type but with a different vehicle.
In RCT1 you selected first the track type and than could select the vehicle.
In Planet Coaster (RCT3 and also RCT2) you first select the vehicle and than build the track.
The problem is that you can't change your vehicle later, because the game says it is a different ride, even when the track type is exactly the same.
So in RCT1/RCT2 you had a ride called Car Ride. It has a big list of vehicles. Sportcars, Raing Cars, Pickup Trucks, Monster Trucks, Cheshire Cats and Vintage Cars. You simply build the track and than could later change the track. In Planet Coaster we have the Cheshire Cats, Vintage Cars and the one ones which are comming with the winter update. So for example you build a wonderful looking track and want to change them to the new vehicle which we getting with the winter update. Not possible! So you have to rebuild the entire track even when the track type is the exact same.
Another point is that when the continue updating the game that the tracked ride menu getting very full. We already have 8 tracked ride vehicles in the track ride tab (with the winter update). But we only have 5 unique track rides.
*Log Flume
*River Rapids
*Monorail
*Steam Train Railroad (2x Steam Train Railroad)
*Powered Track Ride (3x Powered Track Ride)

Same also for the double Junior Coasters in the game.

For RollerCoaster Tycoon 2 we had to wait until OpenRCT2 gave us the option to do this.
 
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I was completely baffled at the decision to not make coaster cars changeable like it was in the Alpha.

Then when the track rides came, and they were exactly the same except for the cars, this felt a bit like a cheap trick to give the impression that there was more content...
 
In fairness they have all been the same on that front. I would like to see them interchangeable and it has been discussed as well as Sam talking about the fact they are looking into it as well.
 
certainly when the same track type is used coaster cars should be interchangeable imo

Aye, the reason they are not at moment is all of them have different friction/aero dynamics and thus the track layout may not work when you switch car. However this is the same as real life and so the ability to do so, test and adjust the coaster track accordingly would to me add the depth and management.

You can switch out your coaster car 6 months later, pay for that, test it and then know you have to adjust one of the bunny hills or remove a loop to make it work now. That is management and the cost of doing so, however it attracts more guests again and would work super well with the new ride rating features we have.
 
Son of beast flashback... *TRIGGERED*

Exactly but it makes sense and adds some management to the process as well without being difficult, time consuming etc.

Sam did come into a thread to say they were considering it but nothing since so hoping they are working on this for a "New Year" update haha.
 
I was completely baffled at the decision to not make coaster cars changeable like it was in the Alpha.

Then when the track rides came, and they were exactly the same except for the cars, this felt a bit like a cheap trick to give the impression that there was more content...
i also asked this a few times already

its just a new model, textures and wheel animation

give us a way to change transport rides. Preferably one car for every theme

Also changing coaster cars would also be nice (for hydraulic launched looping coaster)
 
I wanted to make a space/sifi ride. but the cat car doesn't make any sense... some kind of space shuttle car would do.
 
changing car is a major setback from RCT1 to RCT3. Why would they lock this feature out? Switching cars is a big part of ride refurbishments IMO thats how I looked at it in RCT1 days.

Having multiple track types listed even though they are the same is very inconvenient. Especially for blueprints.
 
Aye, the reason they are not at moment is all of them have different friction/aero dynamics and thus the track layout may not work when you switch car. However this is the same as real life and so the ability to do so, test and adjust the coaster track accordingly would to me add the depth and management.

You can switch out your coaster car 6 months later, pay for that, test it and then know you have to adjust one of the bunny hills or remove a loop to make it work now. That is management and the cost of doing so, however it attracts more guests again and would work super well with the new ride rating features we have.

There aren't much double roller coasters in planet coasters. The really problem are the car rides and the miniature railways which are split into different rides. And those are exactly the same. They even cost the same.
 
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Aye, the reason they are not at moment is all of them have different friction/aero dynamics and thus the track layout may not work when you switch car. However this is the same as real life and so the ability to do so, test and adjust the coaster track accordingly would to me add the depth and management.

You can switch out your coaster car 6 months later, pay for that, test it and then know you have to adjust one of the bunny hills or remove a loop to make it work now. That is management and the cost of doing so, however it attracts more guests again and would work super well with the new ride rating features we have.

it would be neat with that but I would even settle with upon starting to build a coaster you select the car type and then you are locked to that car type forever so you have all the physics/limitations based around a specific car vs a track. I makes for a much cleaner UI instead of having multiple of the same thing in a list.

But then people will either complain that they dont have a lot of coasters and/or frontier can no longer say they added a "new ride" and have to say they added a new car which does not sound as good even though thats what they are doing now
 
Ok finally registered here just to post this:

Ugh. I had totally resigned myself to the fact that when a boat dark ride came out I’d have to rebuild my Pirates knockoff, but I am really, really bummed that if I want to swap out train cars I have to dig up and re-lay 1.6km of track. (The sad thing is I’ll probably do it)

I’m honestly thrilled that frontier is doing these reskins–it gives builders a ton more flexibility with hopefully less effort on the dev’s end–but as more and more of them come out the bigger of an issue this’ll be. I really love the new train, and the sled is honestly *way* more versatile than either the autos or the magic cat from a theme point of view.

Have the devs ever mentioned a technical limitation around this? I know it’s not a priority 1 sort of issue but I will sob like a child if I re-do a ride only to have a “swap car/ride/theme” option appear in an update in a month.
 
Sam did come into a thread to say they were considering it but nothing since so hoping they are working on this for a "New Year" update haha.

Hopefully they'll bump it up from "consideration" to "happening." It's going to become a bigger issue after 2-3 more content updates when people have invested hundreds of hours in building their parks.

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Looks like my original post got eaten:

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Ugh. I had totally resigned myself to the fact that when a boat dark ride came out I’d have to rebuild my Pirates knockoff, but I am really, really bummed that if I want to swap out train cars I have to dig up and re-lay 1.6km of track. (The sad thing is I’ll probably do it)

I’m honestly thrilled that frontier is doing these reskins–it gives builders a ton more flexibility with hopefully less effort on the dev’s end–but as more and more of them come out the bigger of an issue this’ll be. I really love the new train, and the sled is honestly *way* more versatile than either the autos or the magic cat from a theme point of view.

Have the devs ever mentioned a technical limitation around this? I know it’s not a priority 1 sort of issue but I will sob like a child if I re-do a ride only to have a “swap car/ride/theme” option appear in an update in a month.
 
Aye, the reason they are not at moment is all of them have different friction/aero dynamics and thus the track layout may not work when you switch car. However this is the same as real life and so the ability to do so, test and adjust the coaster track accordingly would to me add the depth and management.

You can switch out your coaster car 6 months later, pay for that, test it and then know you have to adjust one of the bunny hills or remove a loop to make it work now. That is management and the cost of doing so, however it attracts more guests again and would work super well with the new ride rating features we have.

So much this. Clean up the cluttered coaster window by combining these rides and adding a vehicle change list. Force the ride into testing mode when vehicles are changed and let the player deal with the consequences if their ride doesn't work anymore.
 
So much this. Clean up the cluttered coaster window by combining these rides and adding a vehicle change list. Force the ride into testing mode when vehicles are changed and let the player deal with the consequences if their ride doesn't work anymore.

Exactly, they can associate costs, it can have one of those statuses so it's considered new again or a new category for re-branded or something.

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Glad people overall agree with the want on this. And I do hope Sam will see this and as people have said moved it from "consideration" to "working on it"

It's a big deal and would change out so much and make it much easier for QoL as much as anything. As people say with the track ride it's even more silly as there is nothing holding it back other than a drop down menu needing to be added compared to coasters.
 
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