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Batchman

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Everything posted by Batchman

  1. But with updated ride lists that take into account all the various rides? I mean, I am a huge fun of the original campaign scenarios, but on the other hand, there are all those cool rides in the expansion packs and RCT2. What I'm wondering is ... has anybody created a scenario pack that is the exact same landscaping and scenario goals of the original campaign, but just with each scenario adding another 1 or 2 rides available originally, and another 3 or 4 available for research, to let you see some of the later coasters in the earlier scenarios? I mean, some great coaster type additions in the expansion pack, but I want to get a chance to use some of them in the original scenarios. So my questions are, has this already been done? And if not, how difficult would it be to do. Is there any way to open the original scenarios in the scenario editor, add some ride types, and save it as a new version? Or is there no way to do this. Just wondering. [edit]OK, I'm an idiot ... I've opened the editor and verified I can edit the original scenarios, so if nobody has already done this, then I will do it myself! But is anybody else interested in seeing what I come up with?[/edit]
  2. Actually, turned out to be a problem with the Loader. As long as I use the loader to update, then turn around and manually start the game, everything shows up!
  3. I downloaded a bunch of custom rides (from Amazing Earl and the likes) and installed them a few months ago, but these days when I go in to play, I never seem to find them. By any chance has the proper location for putting custom rides changed? I'd like the chance to use some of these extra rides in sandbox parks!
  4. So what counts as food shops? Mainly, do drink shops count as food shops? For some reason, even when I seem to qualify for some of these awards, I never seem to get them in OpenRCT2. And may I question whether there may be more involved in the park safety award? Even if there is no vandalism and no rides have ever crashed, I never seem to get this award until I have enough engineers running around. (Somewhere around 1 per ride or so.)
  5. Had 16 cars ... and the code is greek to me. <ggg>
  6. Sorry, but I firmly believe this. Just made a nice go kart layout in a park. Lots of cars to keep people moving, over and under paths, interacting with itself and another ride, a decent length, but not too long, even a small underground section. And I set it for 2 laps and test it, and it comes to around 4.75 excitement. Not bad. Check it again a couple of minutes later, and decide to push it up to three laps to see if there might be a possibility of pushing the rating even higher. And it drops to about 2.30. So I drop it back down to 2 laps, and it goes down to 2.20. I change this, that, and the other, and the ratings remain in the toilet. Finally, I remove the small underground section, and set it back to two laps and test it, and it shoots back up to 4.77 excitement. Now I'm leaving the damn thing alone!
  7. Well, I consider it absurd, but now that I know the problem, it won't be an issue, at least for that coaster, anymore.
  8. OK, turns out it was the glitch with the Minimum wait time and the ride length. If the minimum wait time is not checked, the ride claims it is 570 feet long, and has the proper rating. If the minimum wait time -is- checked, then it claims the ride is 534 feet long, and it gets a penalty for being too short. As far as I am concerned, it is ridiculous that a check box for the amount of time between sending out cars supposedly changes the length of the track, but there it is.
  9. Funny thing is, I found this chart of yours on Reddit literally minutes before I came here to check on this thread again. <ggg> Thanks for the very helpful chart! I have to guess the issue was only a minor glitch, because I opened a new park, dropped the same coaster into it, and now the excitement is around 6, where it belongs. Weird.
  10. Thank you kindly for the information ... unfortunately, I have not a clue what it means.
  11. So I'm trying out an Inverted Hairpin design that seems to get roughly a 6.x excitement in Classic, and when I try to build it in Open, the excitement drops to around 3.x, which seems to indicate that the Inverted Hairpin coaster has one of those pesky little requirements that, if not met, causes the coaster excitement to drop by half. So ... is there anywhere that information on these kind of requirements in OpenRCT can be looked up? Have to figure what kind of mild tweaking I need to do to get this coaster to it's proper stats.
  12. Well, seems the problem is back, then, since someone commented that it went away at some point. Darn! I hate having to sign up for a new site. Oh well.
  13. I design a coaster, and try to save it with scenery to keep the paths and such. If I manually select the scenery, it doesn't save it. If I use the 'select nearby', it saves it, but with too much stuff. If I use 'select nearby', then deselect what I don't want, it still saves all that it originally highlighted, including what I deselected. Is this a recent problem?
  14. Batchman

    Group Park 7

    For you, maybe ... I've never had much skill with the building tools ... it's a large part of why I have never yet convinced myself I'm ready to try joining in on one of these projects. On the other hand, I've only been around during this one, so it's still early.
  15. Batchman

    Group Park 7

    Wow! That was amazingly quick for such a large building! Very nice looking.
  16. Batchman

    Group Park 7

    It is a gorgeous rapids ride!
  17. Yup, went and got the launcher. Newest build, that cheat was there. Which just led to other problems and the need for more cheats. Some of the physics changed between RCT1 and either RCT2 or OpenRCT2 ... a coaster that barely made it into the station at the end of it's inertia in RCT1 now runs out of gas 2 pieces before the end of the track, requiring the any piece lift track cheat as well. It ain't fair, I tells ya!
  18. Unfortunately, my version doesn't turn out to have that item on the cheat menu. Hmmm.
  19. There's a cheat to already allow this? Very cool! One other question ... just in case anyone might know the answer. If you build a ride, and use a cheat like some of these to make it work, then save it, do you need to activate the cheat any time you use it? Or only when you are building it?
  20. While I love some of the changes that came with RCT2 (and even more with OpenRCT2), there are also some I wasn't so fond of. Some of the rides that were made more flexible, and had more track options added on to them were great! Some of the tracks which lost flexibility, not so much. In RCT1, the Junior Roller Coaster was able to do level to steep track transitions. In RCT2 (I assume) and OpenRCT2 it can't. I realize there may not be much chance, but no harm in asking ... can OpenRCT2 eventually add these level to steep transitions back in (kind of like wild mouse tracks.) Have some very nice RCT1 compact layout coasters that I've developed a fondness for that I just can't use on RCT2 because of this change, and I'd like to get them back.
  21. So I just recreated somebody else's compact ride, but as a compact ride, it has a small station, and therefore can only run a single 4 car train, which means it can't handle very many people very fast. So the last track piece before the station, I threw in a block brakes, and bang, I've got two trains running, now. But there is a minor issue that each train stops for about a second (possibly two) at the top of the lift hill, as it waits for the other train to pull into the station. My two questions are, would those who try to do a good job of designing coasters feel that second wait at the top of the lift hill were unacceptable, and secondly, am I using block brakes properly?
  22. Oh? How can you access that? Would be nice to be able to build perfectly.
  23. May I just say thank you for this thread ... cool to know how to earn the awards. Now the only wonder is if they work the same way in RCT1&2 as OpenRCT2 or not.
  24. Actually, I have been discovering lots of pluses and minuses. For example, many coasters that can be power launched shuttle coasters in RCT1 can't in RCT2 because either the feature was removed, or was limited to too low a speed to make it work. Or coaster 'families' that could be researched in one month in RCT1 require multiple months in RCT2. So maybe I should stick to 1 for 1's scenarios, even though it means I lose some of the nifty OpenRCT2 features. Meh ... we shall see.
  25. Could just be I don't know what I am doing, but I spent a fair amount of time recreating this micro-ride that somebody else made, and I ran into two major problems. One was that at certain places, the walls would not go in on one side, so I had to move them to the other, causing slight lines to appear because one tile was microscopically farther out than another, but it would not allow it to be any other way. This was a mildly annoying issue, but not anything major enough to lose sleep over. On the other hand, you see that one large open space that doesn't have a door? I spent well over a half hour trying to place a door there, and it just wouldn't go, no matter what I did. It would keep trying to place the tile a space and a half above where it belonged, whether I tried to go in front or behind. The only way I could get a door in place was to remove the track, at which point the door would place. But as soon as I replaced the track, the door would vanish. Any way to deal with this, or is it an actual full-blown, no excuses glitch?
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