Screenshot / Atomic - Mitsui Greenland

17 Comments

  • Comment System%s's Photo
    comment below
  • CoasterCreator9%s's Photo

    A few bonus screenshots of the ride:

     

    3acMUDb.png

     

    I made sure it goes appropriately slow up the lift. (It would probably crash if I didn't.)

     

    AoYW4Mi.png

  • G Force%s's Photo
    Interesting, do you know if the ride compatible with Vanilla RCT2?

    Not sure I've seen anything like that before.
  • CoasterCreator9%s's Photo

    Interesting, do you know if the ride compatible with Vanilla RCT2?

    Not sure I've seen anything like that before.

     

    As long as I don't do the OpenRCT2 invisible entrance huts, it should be. There are a few clever merges to get around the lift hill on the way back.

     

    Now that I think about it, with the manner of merging in vanilla, it might be more difficult but I can't imagine it would be 100% impossible. Just much easier in open.

  • X7123M3-256%s's Photo

    I thought this could be done with reverse incline mode and reversed trains, but the trains disconnect prematurely because of the flat at the top - this is indeed a hard ride to make. I'd be interested to know how you did it.

  • CoasterCreator9%s's Photo


    I thought this could be done with reverse incline mode and reversed trains, but the trains disconnect prematurely because of the flat at the top - this is indeed a hard ride to make. I'd be interested to know how you did it.

     

    I'm not at home right now so I'll have to try to explain it in words...

     

    Basically, the lift hill is not continuous. The sections of lift hill are separated by (generally) 2 tiles each. The coaster is merged in such a way that going up the hill, it hits each lift section, but going back down, non lift hill track has been merged over each lift hill section. The sectioning has to be done because merges only support one tile of overlap before connecting back up.

     

    The merge was only performed in the backwards direction and overlapping each lift hill section.

     

    If that wasn't very clear, (I imagine it wasn't... Sorry.) I can try to make a visual representation at some point.

     

    The general idea, however, is to merge the ride such that going one direction it does not encounter the merged track and stays on the lift hill, while the other direction contains a series of merges skipping the lift hills.

  • YoloSweggLord%s's Photo

    Not sure exactly how I did it, but with a bit of screwing around I was able to replicate it.

  • X7123M3-256%s's Photo


    Basically, the lift hill is not continuous. The sections of lift hill are separated by (generally) 2 tiles each. The coaster is merged in such a way that going up the hill, it hits each lift section, but going back down, non lift hill track has been merged over each lift hill section. The sectioning has to be done because merges only support one tile of overlap before connecting back up.

     

    That is ingenious, and extremely useful. I can think of numerous other uses for a lift that only works in one direction, and I was trying to figure out how to do it not that long ago. I will probably make something with this at some point.

  • YoloSweggLord%s's Photo

    This is actually really useful, on more than one occasion I've needed a launch, or a lifthill, that can be rolled over backwards. Turns out you only need a bit of spacing between chain pieces. Good job figuring this one out!

  • CoasterCreator9%s's Photo


     

     

    That is ingenious, and extremely useful. I can think of numerous other uses for a lift that only works in one direction, and I was trying to figure out how to do it not that long ago. I will probably make something with this at some point.

     


    This is actually really useful, on more than one occasion I've needed a launch, or a lifthill, that can be rolled over backwards. Turns out you only need a bit of spacing between chain pieces. Good job figuring this one out!

     

    Thanks guys, just took some screwing around to figure out. :)

  • ][ntamin22%s's Photo


     

     

    I'm not at home right now so I'll have to try to explain it in words...

     

    Basically, the lift hill is not continuous. The sections of lift hill are separated by (generally) 2 tiles each. The coaster is merged in such a way that going up the hill, it hits each lift section, but going back down, non lift hill track has been merged over each lift hill section. The sectioning has to be done because merges only support one tile of overlap before connecting back up.

     

    The merge was only performed in the backwards direction and overlapping each lift hill section.

     

    If that wasn't very clear, (I imagine it wasn't... Sorry.) I can try to make a visual representation at some point.

     

    The general idea, however, is to merge the ride such that going one direction it does not encounter the merged track and stays on the lift hill, while the other direction contains a series of merges skipping the lift hills.

     

    This lift patching idea is fantastic 

  • CoasterCreator9%s's Photo

    Let me know if you guys come up with anything with this, I'd love to see it.

  • X7123M3-256%s's Photo

    There are two uses I can think of:

    • Vekoma boomerangs, and their variants, have a second lift at the other end for which this trick would be useful.
    • Certain launched coasters (e.g that Intamin and Wanda Heifi) have multiple passes through the launch, which I've seen done successfully with a shoestring before, but this is much simpler.
  • YoloSweggLord%s's Photo

    I'm currently trying it out on a coaster similar to White Dragon In The Sky, and I'm sure I'll end up using it for a Maurer Sohne Skyloop at some point.Here's a suggestion, if you want the whole lift to look like chain hill, why don't you make a 3rd track in the opposite direction, then use the tile inspector to place those pieces before the others?

  • CoasterCreator9%s's Photo


    I'm currently trying it out on a coaster similar to White Dragon In The Sky, and I'm sure I'll end up using it for a Maurer Sohne Skyloop at some point.Here's a suggestion, if you want the whole lift to look like chain hill, why don't you make a 3rd track in the opposite direction, then use the tile inspector to place those pieces before the others?

     

    I would imagine this would work, I was doing most of my testing on a server so I did not have access to that.

     

    The disadvantage to this is it makes it harder to do the multi-dimension as a catwalk (I like doing this). 

  • ][ntamin22%s's Photo


    There are two uses I can think of:

    • Vekoma boomerangs, and their variants, have a second lift at the other end for which this trick would be useful.
    • Certain launched coasters (e.g that Intamin and Wanda Heifi) have multiple passes through the launch, which I've seen done successfully with a shoestring before, but this is much simpler.

     

    We could already do multiple launch passes and ersatz rollbacks with a few tricks - you could build White Dragon in the Sky or an Impulse with the same Race Mode or LIM-Launched Mode tactics people have been using since Fishooks were a thing.  What this patching (weaving?) technique would allow that's different is a finer level of control, plus more flexibility in where you put it in a layout and a lower speed margin than the launch track multi-pass tricks.  

    The immediate application I see is Expedition Everest.  

  • nicman%s's Photo

    I didnt know this was actually usefull before, but I did this while I was creating a shoestringed coaster. I used the tile inspector which gave it a different merge on the way back.

  • SensualEthiopianPolice%s's Photo

    Ignore this comment please

  • Description

    Hey guys - I posted this on reddit awhile back, but it didn't occur to me to post it here, as the surroundings are less than optimal. It's more of a proof of concept.


    Atomic is a very unusual shuttle coaster that existed at Mitsui Greenland in Japan. (POV: https://www.youtube.com/watch?v=cIs3rGUqIiU)


    It's strange because it climbs a lift hill forward at a glacial pace before going backwards through the station , loop, and reverse tower.


    Now, I've been fascinated by this coaster for awhile. I've always wanted to get it to work in RCT, but going backwards over a lift hill doesn't work.

    Sorta.

    tl;dr: Using some gimmicky merges, I got it to work. I can explain it as best I can if anyone is interested.


    Apologies for the unfinished appearance, it was done on multiplayer.

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