RollerCoaster Tycoon: Deluxe

RollerCoaster Tycoon: Deluxe

Jul 28, 2018 @ 6:42pm
How to make a rollercoaster less intense without making it crap?
I have 2 loops on my rollercoaster and the guests cant even handle that like are you f***ing kidding i thought this game was about making amazing rollercoasters? PLEASE HELP THANKS!
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Showing 1-6 of 6 comments
Gone Oh!™ Jul 28, 2018 @ 7:29pm 
iirc check you g-forces, horizontal not so good, vertical good to an extent, use brakes to keep your rides at like 40mph
Wai Jul 30, 2018 @ 3:02pm 
Brakes are good, but, getting the distance beteen loops and camber, when available, are also important. Why don't you just load up a premade coaster, or two, and take them apart, carefully, noting how they were put together. I made some horrific coasters years ago when I first started playing. Examining the Shuttle Loop and the Boomerang then customising them gave me a few clues.
furbleburble Aug 15, 2018 @ 8:45am 
You can have rides go over 60 mph and even over 90 mph and still get decent excitement scores (7+), but there's numerous factors that play into that.. The G-forces are what really matter for a successful coaster. You have vertical and lateral Gs. When you go up or down in an elevater you experience vertical Gs. The faster you go up the heavier you will feel. If the elevator goes down faster than you then you will experience freefall or weightlessness. When you turn in a car you experience lateral Gs. The faster you go and the sharper the turn, the more you will feel like you're being thrown out the side of the car. Speed, by itself, might not be the problem, but rather the speed in which your guests hit the turns, twists, and loops, etc.

You generally want to try to keep your positive vertical Gs (inclines) below 5 but a second or two of 6 or 7 is ok, but you don't really want that high more than once on a ride. As your Gs increase, it might be better to use less steep inclines. For example, you could have a roller coaster go down a steep hill, or even vertical, and reach 60+ mph, but when it's time to go back up you may want it to have slowed down considerably before going back up or use the less steep inclines. A 30 mph drop might be able to get away with a vertical incline right after.

As for lateral Gs, this is simple: any turn a coaster goes through during its run should be banked. The only exception is if the coaster requires chains to be moved and this is because it's going slow enough to not matter. The only real complication here is deciding how sharp to make the turn. Essentially, if the turn is registered as being over 2 Gs then it's too sharp a turn. Even then, it's better to try to keep it between 1 and 1.5. Faster turns potentially require a larger radius. A 20 mph turn might get away with the sharpest turn but a 60 mph turn would not. I will often use the largest turns available, no matter the speed, so I can have the track twist in on itself, or have a loop go through a turn, or even just for construction space.

Special notes:
-Helixes are a good way to raise and lower the elevation of a coaster without raising or dropping the speed of the coaster too much, and these follow the lateral Gs rule.
-Brakes can fail and kill people. It's better to have your coaster lose its momentum on its own than to rely on brakes. Water sections, when available, I believe never fail, but it might require more than one to avoid fatalities (I don't like doing that personally but it's your choice). I forget the exact number but, if two coasters crash, I believe if the combined speed exceeds 20 mph then it will be fatal.
-A coaster's test results will randomly change within a few hundredths (ie 5.04-5.06) after it's been open a while because, at least in part, a loaded train functions different from a test run.
-The coaster's material (eg steel vs wood) will affect the handling of the coaster. I don't know how to explain this, I just know it's true. I know this from various things I've read, including official things. This means, two tracks of the same layout but different materials will have different scores.
-Some coasters (eg bobsleigh) can crash off their rails because of the train being (fully) loaded despite passing the test run. It's imperative to have a good understanding of how the game works before making custom ones. Yes, I've had it happen. More than once.

I think I got most of this information almost 20 years ago and have no idea how to source it because of that. However, I've found it to be a pretty reliable guideline. You don't need to adhere to it strictly and the game does allow for some leeway. Remember to test your coasters before opening them. I've put thousands of hours into RCT 1 and 2.
J410 Aug 16, 2018 @ 11:42am 
For a guide that includes some more technical information (it's for RCT2, but I don't think that changes much), read this: https://www.reddit.com/r/rct/comments/79v8e2/a_comprehensive_guide_to_the_excitement_rating_on/
furbleburble Aug 16, 2018 @ 12:27pm 
Originally posted by jensj12:
For a guide that includes some more technical information (it's for RCT2, but I don't think that changes much), read this: https://www.reddit.com/r/rct/comments/79v8e2/a_comprehensive_guide_to_the_excitement_rating_on/

That's a pretty nice guide, thanks for the link. If you were involved in its making then thanks for that too.
Ruler of Monkeys Sep 10, 2018 @ 4:11pm 
Also take inspiration from other's, don't copy, but study. It can help you with your style, safety, and complexity.
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Date Posted: Jul 28, 2018 @ 6:42pm
Posts: 6