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About X7123M3-256

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  1. Absurd rides

    It's forced perspective - the track is not connected but the two ends are lined up so that they look connected from that angle. The ride is non-functional - I did build one that was functional, but I couldn't get it to work consistently. The synchronization has to be perfect for the illusion to still work with a train running.
  2. White-Water Rafting

    Yeah, I used s-bends on mine. There just isn't anywhere on OP's waterfall where one would fit.
  3. White-Water Rafting

    There isn't. The wild mouse has all the smallest drops available. Also, as @Deurklink pointed out, the track type doesn't matter if you're going to make the track invisible since you can use any track piece anyway. It's not as abrupt. Having a raft that is carrying some momentum navigate hairpin turns looks very wrong because they can't do that IRL. You need to think about the physics because the game is simulating a coaster, not a raft. You have to think how a raft would behave and try to mimic it. But I don't think you need to insert an S-bend anywhere on that course, the hairpin turns are fine. The rafts should not be carrying too much speed through the dogleg because the preceding drop is near vertical and most of the energy would be absorbed in the landing (which is why I suggest adding brakes). Following the large slide at the end of the rapid the rafts are going very fast, but even a large turn looks out of place here - they should continue straight for a few tiles until they have slowed down.
  4. Does Open require the Original again?

    That's correct, the executable isn't required. But the assets are.
  5. White-Water Rafting

    That looks like a terrifying section of rapid to be running in a raft. That first drop onto rock and the siphons on either side of it do not look pleasant. I'd suggest you put brakes at the base of the drops because the rafts aren't losing their speed quickly enough. They should accelerate down the drop and then slow down quickly at the bottom. Another thing you can do is to put another loop of dinghy slide track running on test mode underground. The noise the boats make sounds a lot like rushing water.
  6. Does Open require the Original again?

    OpenRCT2 has always required the original game assets. If you were able to play it you must have them from somewhere; it sounds like the config file might have got deleted and you need to point OpenRCT2 to the location of your RCT2 files again.
  7. As far as I'm aware this issue has been present ever since the LightFX were merged. I don't know if it existed before then - I never noticed it. The LightFX are very buggy - sometimes I find the lights don't work at all. I had a look for the source of the issue once but I never did find it.
  8. Change Version ?

    You're more up to date than the server, so the best option is to wait for the servers to update (it doesn't usually take too long). If you really want to play now, you'll have to install a slightly older version of the game.
  9. An RMC hybrid coaster I made today

    The plan is to add all the relevant track pieces. Loops, half loops, large half loops, corkscrews, barrel rolls, quarter loops, and large steep-to-flat are still to go in. S-bends and helices were added since this post was made. But I'm not working on it right now, I don't have much time available and it's not really worth it for something most people won't want. I'll revisit it when there's a new save format. Wait, what file is this? That's exactly what I did. This is a fork of the game, not develop.
  10. An RMC hybrid coaster I made today

    No RMC currently has a loop, and the game doesn't have overbanked turns so those aren't an option. Only corkscrews and barrel rolls are conspicuously absent, but I don't have those pieces on the RMC track yet so I had to do a layout without them. There are two RMCs without inversions so it's not that unrealistic.
  11. How to connect 2 ride types together?

    You're missing two steps. Firstly, it doesn't look like you actually merged the tracks. In the final screenshot, you need to click the build track button so that you have a junior piece overlapping with the first wooden piece. Then you select the end of the wooden track and do the same. Secondly, you need to put the ride in boat hire mode so it will let you open it with an incomplete circuit, or else complete the circuit with a dummy track.
  12. Inverted Hairpin requirements

    Here's the relevant code
  13. Guide to the Tile Inspector

    It can be but it's not always necessary. If you want intersecting scenery it's much easier to use zero clearance than the tile inspector. The tile inspector is often necessary for track if you want to place tracks at intervals of 0.75m instead of 1.5m, of if you're placing them in such a way that they would otherwise merge and make it impossible to get them where you want.
  14. Screenshot dump topic!

    It's not a real coaster.
  15. Guests not getting on gentle/thrill rides

    It's not that it's unbalanced, it's that different scenarios can have a bias one way or the other. In other scenarios, peeps favour gentle rides, and the thrill rides won't attract many riders. You could test the save in vanilla RCT2 to see if the behaviour differs significantly, which would indicate an issue, but this doesn't sound like there's anything wrong with the AI. If you would prefer the peeps to favour gentle rides, you can edit the scenario options to make that so. The scenario options window is accessible from the debug menu - select "guests prefer less intense rides". I'm pretty sure this only affects new guests and not those already in the park, so it might take a while for you to start seeing the changes.