saxman1089

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About saxman1089

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  1. Claiming!! Claimed: saxman1089Queue: TheMightyClem, Przemek, jensj12, BroxzierMissed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, giraty
  2. You should still be able to see where you're placing the shop, even if its see-through.
  3. Going to start this thread as a way to post updates as I work on this park. I decided (about two years ago) to try and recreate Knoebels Amusement Resort in RCT2. I unfortunately didn't have time to work on it much since, but I recently got back into it. I'd love to get your input as I continue working on this project. For those who aren't familiar with the park, it's a small family-owned park in central Pennsylvania in the US: https://en.wikipedia.org/wiki/Knoebels_Amusement_Resort Pioneer Train and Start of Crystal Pool (I really hate having the peeps lined up for the pool but I can't figure out how to increase the number of people allowed in the pool at once) Grand Carousel and Birthday Pavilion (thinking about changing birthday pavilion to make it a bit larger) Back of the Alamo Restaurant Crystal Pool and Pioneer Train Backside of Pioneer Train, Merry Mixer, Balloon Race, 1001 Nacht
  4. I honestly don't think you're playing the game as "it was intended to be played," in that the coding of the game wasn't intended for such large parks. You want to build large parks within the current limits of the game? Play money-free. Or, you can experiment with a "get 'em in, get 'em out" approach (which you didn't mention at all by the way), where you set up the park to suck all the money out of the peeps without any way to give them more (i.e., no cash machines), forcing them to leave on a consistent basis and allowing room for more peeps. But you know, let's try to go beyond the intended limits of the game.... and then complain that the problems you encounter are the developers' fault. That always works well.
  5. I've totally tried this before, and it ultimately has to do with the AI of the peeps. They don't see the monorail as "transportation", they see it as a "ride". So unless they want to ride that particular ride, they won't. This leads to the peeps who don't want to ride the monorail but want to ride the rides at the back of the park getting really frustrated because they can't find their way to the back of the park (they endlessly look for a path and cant find it, so they get angry). I'd just have the monorail and the path, and just put the path underground and disguise the entrances and exits with scenery. That way it will look like the monorail is the only access, but the game AI won't get in your way of making a nice park.
  6. It looks like all the guests are trying to get to the top spin (because its opened), but they can't get there because there are no paths yet. Whoever claims next should close the rides and stalls on the terrace, so that the guests stop trying to get there. There will probably be uber vandalism on that path too that will need to be fixed. I like the look of the terrace though, looking forward to seeing what it will look like when done! =)
  7. If anyone wants to increase the minimum wait time for Viper trains to 25 seconds and reduce the lift hill speed to 4 mph, that will do the trick. If not, I'll do it on my next turn.
  8. Octuple?!? As in eight? Please tell me you have a screenshot of that, cause that would be fun to see!
  9. Thanks!! What you said it totally understandable. I had a different version of the coaster originally, and it worked much better from a "flow" standpoint. But I ended up having issues with cars flying off the tracks when they were fully loaded (as opposed to the test conditions with empty cars where the design was fine), and I had to redesign a large portion of the end, which made the last block section longer. I think one less train would definitely do the trick here; I'll check it out on my next turn and try to improve the flow.
  10. Well that was fun. I'm amazed at the work done by all of you on this park. I had a lot of time to work on it today (that's why I'm done after only having the park for 14 hours or so), and here's what I came up with: Added a jungle-themed bobsled coaster called "Viper" Added a jungle-themed simulator in front of Viper Added jungle-themed scenery in the vicinity (made it dense to look like a real jungle, but didn't disable clearance checks at all) Did some terraforming for the path leading up to Scream Let me know if anyone wants to see any changes. I'm not fantastic at building bobsleds, but I didn't see one in the park already and thought it would be a good addition. Claimed: -Queue: @Wuis, saxman1089Missed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, Przemek, jensj12, TheMightyClem, giraty, Broxzier The OpenRCT2 Group Park 6.57.sv6
  11. Claimed!! Latest version is 6.56, correct? Claimed: saxman1089Queue: WuisMissed: RedScope53, Cascadia, WobblyRails, Tune, Jochem, Monsanto, SpiffyJack, imlegos, qbbq, Przemek, jensj12, TheMightyClem, giraty, Broxzier
  12. Love the quad-track racers. I have something like that in one of my mega parks, really fun to make and test!
  13. Here are some screenshots too!
  14. I would love to get all your opinions on this park. I just started playing again after a two year hiatus, in the process of getting back into playing seriously again! Park uses custom scenery, let me know if you have any issues opening it (all objects should be embedded). I am not sure if it uses expansion content or not. Inspiration was one of Fluxtrance's parks, Deus Ex Machina. Southcoast Steel Works.SV6
  15. I'd love to jump in on this. I'm new on the forum and to OpenRCT2, but I've played for years. EDIT: I should also say I've been reading this and the other group park threads, and I'm familiar with the rules.