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Well at least its possible to make good coasters, and not a bug.
It's harder than prior park-tycoon-esque games, but it's also much more accurate, realistic, and powerful.
Guests will ride a ride if one/some of the categories are within the YELLOW range and/or the GREEN range. Very few or no people will ride something with one or more categories in the RED range. This is how it 'should' be.
Friction brakes, using blocker brakes, trimming speed at track elements using the advanced tweaks of the brakes and etc, heat maps, lots of testing and tweaking, etc. All this stuff is required, as intended. The different G-forces, banks on the curves... 'everything' factors into these stats. Remember the end "test" result is the average of the 'entire' ride; a lot of my successful coasters have a "scary part" or what not where one element will spike into the ~10ish scale range; you just have to create the balance.
How have other people managed to make successful ones with loops and such? Surely you need at least some height in order to build up enough momentum to get around the loops and turns, otherwise my cars always get stuck as they can't get up there.
Every time I see a thread asking why people wont ride a roller coasster, the answer is always the same, becasue it's a not very fun coaster that wil make guests vomit all over themelves and then die, becasue their organs have exploded and their bones have been snapped in the variety of places.
I already see your problem. Too many flat turns resulting in high lateral G-Forces.
My advice: BANK YOUR TURNS!!! This is the most common mistake people make when learning how to design coasters.
And for everyone having trouble:
http://steamcommunity.com/sharedfiles/filedetails/?id=806613205
It's on the first page of the Guides section - which proves that people apparently don't read guides.
that drop is way to big if u add a few quick turns in it.. those ppl get sick !
The worst part is when you make a 5.6 or 6.5 coaster, and keep watching groups with "high" or
"Highest" ratings walk past complain it's too intense for them. When on average, "Medium" has a top end of 5.8ish on averahe. And "High" tends to top out around 7.4 at the lowest.
Teenagers with very high fear and nausea ratings in the 9.5 range turning up their noses at a ride with 8.whatever. (Where am I getting these numbers? Mouseover the words "medium" etc for tooltip popups).
And then you have the opposite end of the spectrum. People ignoring transportation, because "Monorail looks too gentle for me!" and then walking all the way to the other side of your park.
I also wonder how many coaster passenger thought stats are skewed by family groups with children still transmitting their thoughts about it? Children are still not allowed on most coasters, but groups with children are the ones most likely to not even be able to handle a fear or nausea of 4.0
I mean yeah. 9+ Coasters are wildly impractical. But when you've skewed your advertising to make half your customers teenagers, you'd figure more people would be willing to ride the stuff with 6-7 fear/nausea. (Mildly related, Adults walking past coffee shops to instead buy Milkshakes halfway across the park.).
As for some basic track advice that isn't "Bank your turns!" Don't rush your final connection to the back of the station.
Auto complete also loves to use the least amount of track length possible, so most of the time using to finish off the last bits after you are done with the fancy loops and arcs will probably cause a fear/nausea spike approaching the station higher than your worst designed turn, even if you fiddle with the results with banking and glueing brakes on.
Bro, you just replied to a thread from 3 years ago XD