RCT Discussion / Uhhhhh.......
- 03-September 06
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zodiac Offline
http://img20.imagesh...age=scr1ch3.png
look at the stats. :' />
EDIT: sorry about the picture qualityEdited by zodiac, 03 September 2006 - 06:23 PM.
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lucas92 Offline
It is a really known bug/trick...
I don't know why the exitement stat is that high... Probably the 'air' time... -
zodiac Offline
plus i was doing the whole 10 coasters with 6.00 thing and it didnt count. weird... but it did become the most popular ride in the park -
Trajan Offline
I seem to remember being able to bug an Impulse coaster into doing that. Don't remember how, though. :' /> -
CedarPoint6 Offline
Here's one for you... (really should've take a screen of it)
I go to test a water ride in my new park (just a standard Intamin spillwater). When I open it to look at the stats, the ride length is -20,000 something ft. And the ride time is over 3 hours long (real thing is about a minute thirty).
WTF is with that? -
Panic Offline
Here's one for you... (really should've take a screen of it)
I go to test a water ride in my new park (just a standard Intamin spillwater). When I open it to look at the stats, the ride length is -20,000 something ft. And the ride time is over 3 hours long (real thing is about a minute thirty).
WTF is with that?
Dude, keep that in the park. I want to see it (as long as it runs fine). -
Roomie Offline
i had an odd problem with a hacked mack water coaster i once built for my H2H park Falcon's Ridge. The rides stats were set but they were updating as the ride went along. Everytime you opened the rides window it would have a few extra ft on the rides length. it was bizzare -
CedarPoint6 Offline
Or its just the fact that someone has edited the screen.
I wish it was still there, but it got right clicked when I was deleting scenery around it, so the test results went away. I keep testing and trying to get that again, but it's not working...
It's a shame, cause that was really messed up. -
Turtle Offline
If we're talking about bugs that never really got recognition, lets see if I remember the one that I found. Could someone with LL please try this, and see if it works for them?
1) Build two steel coasters, just station pieces then flat track, facing each other so that the two tracks meet, and they both have the same number of pieces... like so.
=====----------/----------===== (= is a station piece, - is track, and /is just to show where the two meet)
2) Set both coasters to powered launch, at a speed of around 30mph (I don't think the exact speed matters).
3) Build a path (try regular grey concrete) at either end of the coasters, in a single line from the station piece for a good few squares. I think I did it to the edge of the map in both directions, but as far as you want is fine.
4) Set both coasters to *test* at the same time, while the game is paused. Unpause the game, and the coasters should pass through each other, and go onto the other coaster's track, although it's not merged. If all is well, each coaster will then pass through the opposing station, and continue along the path, dropping one or two cars every few seconds, until no more cars remain.
If someone with LL could please test this for me, i'd love them. I found this literally years ago, i'm not sure it has any practical application, but I think it's a pretty cool bug. For an added bonus, make the path continue under a raised section of land to have one or two cars hit the land and explode. Repeat as necessary.
Oooh, I feel all nostalgic!
EDIT - just tried this in RCT2, it works here as well. Who knew? Wonderful. -
tracidEdge Offline
that heartline trick doesn't work in ll. i just tried it for shits and giggles and the excitement was at like .7 or something. -
Vanquish Offline
that heartline trick doesn't work in ll. i just tried it for shits and giggles and the excitement was at like .7 or something.
Actually it does work...look at the picture really closely -
Ling Offline
I don't get what you're looking at. Both screens are RCT2...Actually it does work...look at the picture really closely
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