TheMathsGod

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About TheMathsGod

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  1. Question: Object selection

    From what I know, the game should prevent you deselecting rides you've already built. Furthermore, I believe the main reason for these limits is the game's save format. Are you able to save your game and successfully reload? As far as I'm aware the save format shouldn't let you do this, so please share what you've experienced.
  2. Wood & Steel

    I was messing around in a sandbox park and I thought to myself "I wonder if I could make a Mobius coaster out of two different coasters merged together...". It's probably been done before, but here it is! Two coasters merged together, a Steel Twister called "Steel" and a Wooden coaster called "Wood". Very imaginative, aren't they?. I like to call this a Merged Mobius, but call it what you want. This is an overview of the coaster(s), showing a very rough station. I'd usually try a bit better on the scenery and add more around the actual coaster (I mostly just use trees though), but this is mainly me experimenting. Here's the two trains pulling out of the station. Can't see anything wrong here, can you? And finally the (actually pretty decent by my standards) stats of the two coasters. The stats seem to be calculated a bit weird imo, since both only show one inversion, even though I'd expect either 2 on both or 2 on Steel (since both inversions are made from steel coaster track) and 0 on Wood. I would like to know how the game handles the stats in this rather odd case.
  3. HELP W OPENGL LIGHTING MOD PLS

    I'm using the development branch, so it might be different for you, but in the options menu, there's a dropdown menu on the first tab which says "graphics rendering" or something like that. There will be an option for "Open GL", so you should select that. There will also be a tick box for day/night and lighting, so these should both be ticked. Hope that helps.
  4. How do I move Open RCT2?

    The problem with that is that my C: drive is so small, I've already moved pretty much everything I can over to the D drive. It's almost exclusively system files left on there. I guess I can sacrifice some loading time if it means I can actually use my computer, but I am starting to have other issues with the game crashing. It happened once when trying to load the scenario editor, and once when trying to exit to the main menu. I don't know what's causing it, but I'm assuming it's something to do with either the move to the D drive, my C drive filling up again (mainly internet temp files) or the fairly large amount of custom scenery objects I recently downloaded (which is the main reason I decided to move to the D drive).
  5. How do I move Open RCT2?

    Yeah, I used a symbolic link and It has worked now, although it did take a long time to load.
  6. I want to move Open RCT2 from my Documents folder on the C: drive (Which is nearly full) over to the D: drive (With >600GB free space). However, after moving the files, the launcher just reinstalled the game to where the previous install was located. Is there any way to tell the launcher to use the D: drive version? Update: After finding this post, I made a symbolic link from the folder the launcher wanted to install OpenRCT2 to where I had moved it, but when I try to open the launcher, it goes into a state of "not responding" after the green loading bar next to the play button reaches 100%. Anyone know why this is happening? I'll try and leave it to see if it was just lag, but when I used it before it didn't take this long to load.
  7. Synchronize with non-adjacent stations

    This sounds like an interesting idea. Another idea I have come up with is two synchronised stations that are 4 squares apart, with queue and exit lines running between the stations. Expanding on this, I have also thought of synchronised block brakes and lift hills. I have tried a couple of Mobius coasters where the trains would be permanently desynched on the lift hill, due to having one train on a block brake later in the track, but the other track being 'free'. Usually this means having to run only 2 trains at once, but having synchronised block brakes and lift hills could allow 1) more trains to be used, 2) Mobius coasters with block brakes, where trains could resynch at the brakes if they are slightly out of time, or 3) A Mobius coaster with one station, but several synchronised sections.
  8. CCC5: Competitive Coaster Contest

    This is actually the first time I have ever built a successful Mobius coaster, and I'm pretty proud of it. Four angles, plus one with scenery + ground + paths removed. I've also got the stats here, and I think this is actually my first coaster ever with >9 excitement. It syncs pretty well I think, and I like how the trains barely have enough momentum to make it onto the chain lifts at the end. Overall, I'm really pleased with how this worked, even though this was my third attempt. I'm not that good at scenery, especially compared to some of the amazing things I've seen on here, but this contest is mainly about the coaster so I'm not too worried about that. Anyway, hope you like it! CCC5.sv6
  9. Can't open the app

    I believe that what Jensj was trying to say is that if it were a 32-bit computer, "Program Files(x86)" would just be called "Program Files" since it would be the only one. The name implies there is another "Program Files" folder for 64-bit programs, and the computer is using 64-bit Windows. If in doubt, the 32-bit version should work on a 64-bit computer/OS, so that's the one to go for if you're unsure. Only if it was the other way round would there be an issue (as in trying to run a 64-bit program on a 32-bit computer). From the top screenshot, it looks like you're trying to access the .exe from inside a zipped folder. This is most likely why it can't access the file. You need to extract the folder's contents first before you can run the program.
  10. Guests suddenly decreasing

    I have a couple of things to say here: 1) Would making that section with the two loops (shown on the screenshot above) into a single large food court help at all? Or should I turn it into a single path with the shops at the side? 2) Since I wanted to use a layout with more hilly terrain (mainly so I can incorporate it into rides), I've tried making the paths fit round the terrain, and try to reduce path complexity while working round the terrain, such as having the main path going straight down the centre. However, is there a better way I could do this? I've read about how peeps navigate (and the guest spawning guide), and tried to fit that in but I kind of prefer the look of this sort of layout. 3) About guests getting lost, I've seen a guest on one side successfully find their way to a ride on the other side of the park, and give up just a few tiles from the start of the queue line for the ride they're trying to get to. I've seen it's due to peep AI and it seems to happen quite often in large parks, so there's not really anything I can do about that. I see your point there. According to the guide on guest generation, my suggested guest maximum is actually only 1953, and my park has over 3200. As for the overcrowding, I understand that it's not much of a problem considering the size of park and numbers of guests, the problem is that this wasn't happening before, and has suddenly gone from maybe 1-2 to 200 guests complaining. This has also caused issues with litter, puking and hence vandalism in that area. I've been setting up security guard patrols round the food court areas where people usually sit and gather, but the vandalism is extending into paths without these patrols. I guess from this it makes sense that I'm getting a decrease in guests. Plus, I have been getting several awards that increase the spawning probability, but haven't got any in a short while. This is probably due to the overcrowding in that area, and is likely contributing to the fall in guest numbers. I am however still unsure of what caused the sudden overcrowding problem in this area, possibly something to do with peep AI and the two nearby rides, but I'm not sure. The fact that it's only started recently after the path and food court has been there for ages is what's troubling me most.
  11. I've been playing this save game for a while, and the park rating has been at 999 for quite some time, with a few drops here and there, which are kind of expected given the size of the park. But the guest numbers have been steadily increasing ever since the park was built, aside from one drop where I accidentally disconnected a ride exit path causing guests to get stuck, complain about crowding, and then leave once I reconnected the path. Recently, however, the number of guests has been dropping. I've also got about 200 guests complaining about "It's too crowded here", quite near two rides that I build fairly recently: The top spin and "Ladybird Loop". Perhaps this crowding is due to the positioning of the rides, but I haven't had this problem elsewhere in the park. It could also be due to a recent crash caused by a brakes failure (on the ONE coaster I didn't use brakes and block brakes), but I did since put in brakes and block brakes, and reset the crash status so peeps will actually ride it again. Anyone know what the problem is, and how to sort it? This is the area with the peep crowding issues: And this is the save file (Uses custom scenery but no expansions as I'm using a disk version without them): Wild Woods 2.sv6
  12. Static in Merry go round music?

    Not yet, but I'm just about to do it now. Is there any way I could record an audio clip of it happening, and would that help solve the problem? I should also add that this has been happening since I installed OpenRCT2 a couple of weeks ago, so it's not just a problem with the latest development version.
  13. Progression of my excitement record

    WOW. I am just... amazed. I think I've done a good job when I get an excitement rating over 8. Does the low intensity and nausea mean that peeps will actually ride it? Will they be willing to pay 300 of whatever the local currency is in order to ride it?
  14. Screenshot dump topic!

    New here, just wanted to share a few things from my latest park. The first is a Steel Twister coaster that I made called "Danger Zone". For you it's probably not much but I don't usually get excitement ratings over 8, so I was pretty proud of it. I also liked the powered launch, and the peeps seem to like it (I probably should have added a bigger queue). The second is Inversion, so called due to the 8 inversions featured. It's another Steel Twister and correct me if I'm wrong, but I think I've invented a new element (Below the tall helix to the right). If you know what is please tell me. The next is Midnight (which you can see part of in the screenshot above), a Swinging Floorless Inverted coaster named after the black and purple colouring. It's not as exciting as the other two but I like it anyway. The final screenshot is an overview of the main part of the park, and I have provided stats for two other coasters: A Wooden coaster called Storm and a Spiral coaster called Rocky Road. As you can see from the empty spaces, this park is still being built, so I'll update you on any new rides I add that I think are worth sharing.
  15. Block brakes on merged coasters: possible solution?

    Actually, you do need to merge them if you want to use the vertical drop coaster's drop brake piece, which the twister coaster doesn't have.