I was already wondering how long it would take till somebody would build this, as I tried it myself. I like it a lot, the only criticism I could give would be that I don't like how the track before the lifthill touches the ground. I'm curious to see how you implemented the track switch.
I really want to know how you went about this design. I've been tinkering with the ZDT shuttle woodie for a while now, and I'm curious if you accurately nailed the concept!
@Recarious, Thanks, I'm not sure if somehow has done a switchback before? Probably somewhere but I cant remember.
@Stoks I got rid of the wall under the overhang of the building which opens it up a bit, but the 1 wide is kinda stuck cause everything is built around it already. It'll maybe look better big picture, it's a small and compact park.
@LoEA Yeh, I kinda messed up putting the station one unit up. I'll play with raising it.
@FredD,Why's that? I'm not aware of any reliabilty issues IRL, maybe I'm missing something...
@Coasterbill Ofcourse, It's in Texas so you know I gotta have a go at it.
@Gforce Maybe pink hats?
@Lagoom thanks <3
@Yolo Lol, everyone will find something to complain about.
@LoEA & Dobieshep Here's how I've done the actual switch. It's not super elegant.
Ideally I'd like to do it like this, but I can't make it work.
The other important thing is the booster track merged on that you see in the screen to propel the train further up the spike and build enough energy for the backwards return run not to be slow. It's weird having the train's return run be faster in some places, and it isnt a great look, but it works well.
@Austin55 it's most likely impossible to do it the way you want. No one has yet figured out a way to get it to take the station return the second time around but not the first, it's basically asking for different outputs from the same 2 inputs.
The only way I would think of doing it would be to have a banked track for the reverse up the drop that leads into the station, but obviously that would look terrible.
That's a point, if you could get the train onto a different track for the reverse pass, it would work. But banked track would mean banked sprites. You could disable banking so it wouldn't show, but for a ride like this that's not an option as there are banked turns in the layout.
Nonetheless, I feel like there has to be a way to do it. But so far all I can think of is abuse of inverted track, or abuse of the 4th dimension logic. The former is really messy and would involve hiding parts of the layout in tunnels, the latter would require actually figuring out how the 4th dimension works well enough to enable it on a ride that doesn't normally have it (and it's still a really ugly hacky way to do it).
the latter would require actually figuring out how the 4th dimension works well enough to enable it on a ride that doesn't normally have it (and it's still a really ugly hacky way to do it).
If you really hate your life you can also make a custom 4th dimension coaster with woodie trains and set it so that it is banked for some rotation angles and non banked for some other rotation angles. This way you could make it bypass the station with banked track without actually showing the banked sprites. But its a lot of work because you have to catalogue like 28,224 sprites, which is like hell no.
If you really hate your life you can also make a custom 4th dimension coaster with woodie trains and set it so that it is banked for some rotation angles and non banked for some other rotation angles. This way you could make it bypass the station with banked track without actually showing the banked sprites. But its a lot of work because you have to catalogue like 28,224 sprites, which is like hell no.
That's exactly what I was talking about doing ... the count of sprites is high but it's basically just the same sprites the other rides have with 32 frames of seat rotation for each car. I've been meaning to add support for it for, like, forever, but I doubt I'll do it until I actually have a ride that needs it.
But after playing around with this some more, I found an easier way to do it with only track merging and no custom DAT. It's not perfect but it's less hacky than abusing 4th dimension or flying logic and doesn't impose any limitations on layout like those solutions would, so it's what I'm sticking with. Also, I was unable to make the banked track thing work in practice.
19 Comments
Comment System Offline
Recurious Offline
Wow, this certainly looks interesting
Stoksy Offline
Not a fan of the single-tile path.
Big fan of the rest actually!
F0ndue Offline
I was already wondering how long it would take till somebody would build this, as I tried it myself. I like it a lot, the only criticism I could give would be that I don't like how the track before the lifthill touches the ground. I'm curious to see how you implemented the track switch.
FredD Offline
Make sure it has to cool down 5 minutes after every ride to make it realistic
G Force Offline
Green hats are also kind of distracting, maybe change them to brown and call em Indiana Jones hats or something.
Coasterbill Offline
I love the ZDT's inspiration.
nin Offline
DobieShep Fan Offline
I really want to know how you went about this design. I've been tinkering with the ZDT shuttle woodie for a while now, and I'm curious if you accurately nailed the concept!
Lagom Offline
Your screens are a delight!
YoloSweggLord Offline
No https://openrct2.org/forums/topic/1197-female-peeps-and-swimming-pools/
Austin55 Offline
@Recarious, Thanks, I'm not sure if somehow has done a switchback before? Probably somewhere but I cant remember.
@Stoks I got rid of the wall under the overhang of the building which opens it up a bit, but the 1 wide is kinda stuck cause everything is built around it already. It'll maybe look better big picture, it's a small and compact park.
@LoEA Yeh, I kinda messed up putting the station one unit up. I'll play with raising it.
@FredD,Why's that? I'm not aware of any reliabilty issues IRL, maybe I'm missing something...
@Coasterbill Ofcourse, It's in Texas so you know I gotta have a go at it.
@Gforce Maybe pink hats?
@Lagoom thanks <3
@Yolo Lol, everyone will find something to complain about.
@LoEA & Dobieshep Here's how I've done the actual switch. It's not super elegant.
Ideally I'd like to do it like this, but I can't make it work.
The other important thing is the booster track merged on that you see in the screen to propel the train further up the spike and build enough energy for the backwards return run not to be slow. It's weird having the train's return run be faster in some places, and it isnt a great look, but it works well.
YoloSweggLord Offline
@Austin55 it's most likely impossible to do it the way you want. No one has yet figured out a way to get it to take the station return the second time around but not the first, it's basically asking for different outputs from the same 2 inputs.
G Force Offline
The only way I would think of doing it would be to have a banked track for the reverse up the drop that leads into the station, but obviously that would look terrible.
X7123M3-256 Offline
That's a point, if you could get the train onto a different track for the reverse pass, it would work. But banked track would mean banked sprites. You could disable banking so it wouldn't show, but for a ride like this that's not an option as there are banked turns in the layout.
Nonetheless, I feel like there has to be a way to do it. But so far all I can think of is abuse of inverted track, or abuse of the 4th dimension logic. The former is really messy and would involve hiding parts of the layout in tunnels, the latter would require actually figuring out how the 4th dimension works well enough to enable it on a ride that doesn't normally have it (and it's still a really ugly hacky way to do it).
][ntamin22 Offline
there's always shoestring.
Liampie Offline
Recurious Offline
If you really hate your life you can also make a custom 4th dimension coaster with woodie trains and set it so that it is banked for some rotation angles and non banked for some other rotation angles. This way you could make it bypass the station with banked track without actually showing the banked sprites. But its a lot of work because you have to catalogue like 28,224 sprites, which is like hell no.
Austin55 Offline
I don't even know how to merge track in vanilla so I'll pass on all that ha.
X7123M3-256 Offline
That's exactly what I was talking about doing ... the count of sprites is high but it's basically just the same sprites the other rides have with 32 frames of seat rotation for each car. I've been meaning to add support for it for, like, forever, but I doubt I'll do it until I actually have a ride that needs it.
But after playing around with this some more, I found an easier way to do it with only track merging and no custom DAT. It's not perfect but it's less hacky than abusing 4th dimension or flying logic and doesn't impose any limitations on layout like those solutions would, so it's what I'm sticking with. Also, I was unable to make the banked track thing work in practice.