Why is my coaster suddenly rolling back?

Err... I dunno how this happened but obviously Frontier have changed the physics in some way because I literally loaded up my last save file of a completed coaster using the resume button (which by the way is pretty cool) and now my coaster is stalling on an Immelmann it had absolutely no trouble climbing before, or in other words, yesterday. Because it's a dive coaster I can't even add an extra car to the train to try and increase the weight of the train.

So what gives? Now my ride that I spent a good few hours perfecting is totally defunct. I have no idea what the state of my other coasters are but I imagine some of them will have the same problem. I'm a little miffed tbh :/

Also I love the live readout data but why is the speed in mph when all of the other speed units are in m/s? Personally I think both should be in the same unit with an option to choose which one you want.
 
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Err... I dunno how this happened but obviously Frontier have changed the physics in some way because I literally loaded up my last save file of a completed coaster using the resume button (which by the way is pretty cool) and now my coaster is stalling on an Immelmann it had absolutely no trouble climbing before, or in other words, yesterday. Because it's a dive coaster I can't even add an extra car to the train to try and increase the weight of the train.

So what gives? Now my ride that I spent a good few hours perfecting is totally defunct. I have no idea what the state of my other coasters are but I imagine some of them will have the same problem. I'm a little miffed tbh :/

Also I love the live readout data but why is the speed in mph when all of the other speed units are in m/s? Personally I think both should be in the same unit with an option to choose which one you want.

they probably adjusted the friction of the coasters
 
Why have you restricted chain lifts and drive tyres to unbanked and straight track sections? There are plenty of examples of roller coasters with both of these on inclined track sections. That particular change just broke my flying coaster.
 
I had the same issue with 3 of my coasters. Definitely feels as though the friction has increased.
A quick edit to make the lift hill slightly higher resolved all of my coasters.
 
Ok I've finally found a coaster that works and it gave me this nonsensical result: http://imgur.com/a/JbTy4

How are these forces a thing? How can a coaster moving at 77 mph produce >8 positive gs, 5g in lateral forces and a way beyond lethal level of negative gs. Considering my guests should be dead why does it only have a 3.8 intensity rating, a 1.6 nausea rating and a fairly respectable 6.1 excitement rating? Apparently lethally forceful coasters are all the rage these days. Not to mention I've encountered a really badly game breaking glitch where the camera rotation is broken and my mouse cursor randomly disappears and I have to alt-tab back in and out of the game to reset the cursor and be able to interact with anything on the UI.
 
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I just realised that it's worse than I thought. It's saying there are >8 negative gs and 4.97G in positive g which is at least an acceptable figure for a positive g. But the negative gs are totally irrationally high. I swear my coaster is never cresting a hill at more than 25 mph and the hills are your classic parabolic shape not some top hat with a rapid change in the angle of ascent.

Just tested a launch coaster I adapted to stop it from stalling (which is really hard when the camera controls are totally broken) and I found that the numbers in the utility settings don't even make sense when compared to the stats. I set my coaster to launch at 20 m/s^2 (the max) and the maximum forwards g-force listed on the results is 2.05g which would mean Frontier are using g=20/2.05= 9.76 m/s^2 as the acceleration due to gravity. Why is this figure so low? The average worldwide figure is 9.81 and the lowest acceleration due to gravity I can find on planet Earth is a tad higher at 9.7639 m/s^2 but that may have something to do with the fact that it's on top of a nearly 7,000 m Peruvian mountain.

Once again the negative g-forces seemed very iffy on this roller coaster and yet the intensity and nausea ratings are extremely low: http://imgur.com/8w6BoKD

You're saying that a coaster with the 3rd fastest launch acceleration in the world and (supposedly) more than 4g of negative force is less scary than the Screaminator drop tower (5.6) ?
 
Yup, the physics of the coasters seem to be out the wazoo right now (my old coaster stalled during the brake run). Also does the gneral velocity on a coaster mean miles per hour (mph)? then why does it use the nonsensical meters per second as the speed you can change in elements. Put everything under km/h for europeans, please.
 
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Yup, the physics of the coasters seem to be out the wazoo right now (my old coaster stalled during the brake run). Also does the gneral velocity on a coaster mean miles per hour (mph)? then why does it use the nonsensical meters per second as the speed you can change in elements. Put everything under km/h for europeans, please.

Or give us the choice and keep it consistent. It's not right having mph and m/s, it should either be metric or not, not both at once.
 
Or give us the choice and keep it consistent. It's not right having mph and m/s, it should either be metric or not, not both at once.

Oh yeah, be consistent of course. Then change in the menu to miles or km depending of what you prefer, just like in the older games. We also really need heighs to appear while building tracks.
 
Also can we have a g-force reading on the live data so if there is an excessive g-force somewhere on the coaster I can at least see where it is? ty

Also live data is cool but we need a graph view as well as the numbers, it's hard to read rapidly changing numbers and sometimes you just wanna know one particular number at one instantaneous point in time.
 
Err... I dunno how this happened but obviously Frontier have changed the physics in some way... So what gives? Now my ride that I spent a good few hours perfecting is totally defunct... I'm a little miffed tbh :/

Yup exact same issue for me, my park now has 3 coasters that no longer work. Not impressed or happy tbh.
 
they severely decreased the nausea levels compared to rct [blah] that feels too easy to make an insane coaster with good ratings now
i also think "intensity" is a better word than "fear" [down] fear makes me think the ride isnt safe, intensity = jaw dropping, odd change
 
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They increased the friction

I really hope they will fix this soon, before you could make realistic coasters but now its not possible because they have too much friction
 
I should mention by the way that I have since determined that downward force is actually negative g-force and upward g-force is positive g-force which is hugely misleading. Please rename them frontier.
 
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