RCT Discussion / RCT2 Roller Coaster Making
- 23-February 07
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Video_Kid Offline
In your opinion, what do you think is the hardest coaster to make/design/built/what ever in RCT2. For me, it might be the woodie, or the spiral coaster. -
ACEfanatic02 Offline
4D. Any other kind of coaster I can get with experimentation--I've never been able to build a good 4D.
-ACE -
Carl Offline
I have built so many of each type its ri-god-damn-diculous, so I wouldnt really call any of them "hard", but 4D and Invert I think are the hardest to do "right".Edited by ride_exchanger, 23 February 2007 - 09:58 PM.
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Ride6 Offline
4Ds are impossible without track merging. Honestly... There's just not enough options to make a decent layout.
Next to those everything's pretty easy. I think woodies are probably the easiest, if you know how to work the pacing of a ride, which takes a lot of trial and error but is always worth it.
Ride6 -
RCFanB&M Offline
Hmm...well, like others said: 4D and flyer. I'll add this one ...I don't remember its name.
EDIT: I think that this topic should be in the RCT Discussion forum btw.Edited by RCFanB&M, 24 February 2007 - 12:02 AM.
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Ride6 Offline
The inclined turns and stuff... They're so nessisary for a good flowing layout, and yet 4Ds don't have them. Actually for being potentially the most versitial coaster type (in terms of elements) 4Ds are exceptionally basic in rct2.
Drives me nutty.
Ride6 -
Carl Offline
Yes, that Togo is a tough one, I cant believe I forgot to mention that one earlier :doh: -
eman Offline
Togo standups are easy to make since Togo Stand up layouts were very basic and are easily mimiced in RCT, meaning Tog Stand ups have an inheritably high level of realism to them. Id say Intamin Hypers are the hardest. The dimensions of RCT aren't accustomed to the massive size of rides like MF, and G's are impossible to have anywhee near accurate on a decent sized hyper. -
][ntamin22 Offline
i sometimes have trouble with getting woodies to .. i dunno.. work. i often have trouble agetting anything to 'work'. reversers are odd.
inverts are easy enough.. anything with inclined turns can be made to flow with not much dificulty, really, i just tend to have problems being content with the way a layout looks and feels. -
JDP Offline
I agree on the Togo. The only reason why people dont make them is because that style is boring just like in real life. And some people go by stats so for the most part, the intensity ranking is pretty high.Togo standups are easy to make since Togo Stand up layouts were very basic and are easily mimiced in RCT, meaning Tog Stand ups have an inheritably high level of realism to them. Id say Intamin Hypers are the hardest. The dimensions of RCT aren't accustomed to the massive size of rides like MF, and G's are impossible to have anywhee near accurate on a decent sized hyper.
And as you said about the intaimin hypers. For the superman intamin hypers; in game you should merge the mini roller coaster track to get the correct style of track (if you get what I mean). Because the track is not thick through the full circut.
Its hard for me to pick "the hardest one" but i would have to say 4d, even though i dont make many. Its just people get confused and mess up on the angle the people turn in while riding. In some parks when there are 4d's the ride spends most of its time inverted then up right, lol. And honestly, they look like complete shit when people make them go under ground.
-JDP -
EastBayDre Offline
Hmm...well, like others said: 4D and flyer. I'll add this one ...I don't remember its name.
Yeah, like the others said, 4D and Flyer. All the really big designs, for that matter - hard to keep them coherent, and prevent them from sprawling aimlessly. I am more comfy with the old-school designs, Allen-inspired woodies, Schwarzkopf loopers, stuff like that. But like ACE above said, I can feel my way through all of them, except the 4D. That one takes a pad and paper and a lot of thoughtwork to get a really good ride built. I rarely bother with it.
Speaking of old-school, the coaster in the picture is a Reverser. It's a side-friction coaster with slightly different wheel layout to allow an extra track section that turns the cars around. The design dates back a hundred years or so. There still might be one or two Hooper Reversers standing in the world - anyone know?
Design Reversers just like any other side-friction: Use the large turns, and hit them at no more than 22 MPH, give or take. NO negative Gs are allowed, ever. The reversing sections are meant for 13-16 MPH, 18 with a full train is the absolute max. When the train is facing backward, things are more intense for the riders, so Positive Gs should ideally be +2 or below, and Lateral Gs near 1.00 in parts where riders are facing backward. Facing forward, you can increase the Vertical Gs to +2.5 or so, and the Laterals to +1.25. But still no negative Gs. Try to keep the intensity around 5 or so, and the nausea will take care of itself. It's really just another slow, boring old side-friction, but the "kick" of turning around backward can turn it into a fairly good attraction with a great price/profit ratio. And it's a great way to get semi-timid peeps ready to go ride your big on-ride-photo-seller coaster, or give the real timid peeps something to work up to.
Though cheap to build, when placed in the park, you should still be able to get a 7.0+ EX rating out of this coaster, which is quite enough to keep the queue full and the cuddly toys flying out of the souvenir stall at the exit. Bonus excitement is awarded if the track crosses over itself, and if there is a head-chop, just like with the normal Side-Friction coaster. Reversers also expect you to have at least one backward-facing portion during the ride. Note that head-chops are ineffective if the riders are facing backward. All the other EX-pumping strategies apply.
You can build Reversers bigger, faster, and more intense than I've described above, but like their Side-Friction cousins, they will not age well (frequent breakdowns, sometimes fatal if you've really overdone it) and are a waste of money. So I keep them quite small, maybe a 45' lift hill.... The other free-floating car type coasters (VA Reels and Bobsled/Flying Turns) have a very similar design strategy, but with higher lateral G tolerances.
If anyone knows a tried-and-true method for 4D design, I'd love to hear about it. -
eman Offline
A tried and true method for 4d is just to stick to realism. Understand the elements used in 4ds and the way they're layed out. Design the entire layout first, keeping in mind where riders will be positioned at each point, but dont set the rotation yet. After you have your layout, which should consist of basically lift-drop-turning element-hill/raven/anything similar-turn/overbank/turning element, repeat one or 2 times, then you should worry about rotation. I think most people have issues cus they treat a 4d like any other coaster with the layout rather than staying at least somewhat close to the general layouts of the 2 existing examples, and then it doesnt look good or realistic. For the rotations, worry about them after the layout has been completed. Go segment by segment, testing every once in a while to check that the rotations are accurate and smooth. Then after you're done with rotation give it some nice supports and you're good to go. 4D's can be made to look especially good thanks to they're support structures, which look very good when done right in RCT. -
tracidEdge Offline
oh ho!I find woodies really hard
i don't know what's hard. 4-ds i guess. but i've been meaning to try one recently.
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