Planet Coaster

Planet Coaster

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Texas Ranger Jan 12, 2021 @ 10:16am
Fear ratings totally jacked?
I'm trying to complete the last coaster on the King Coaster scenario and finding creating a coaster with a 328-foot drop, at least 8.0 excitement, and at most 5.0 fear is VERY challenging.

Doesn't the fear rating correlate with G's? It seems I'm getting a fear rating of 7+ for sections of track where there is a measly -0.5 vertical G force and high speeds. What is fear actually calculated from? How am I expected to maintain a high excitement while keeping this nonsensical fear rating so low?
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Showing 1-6 of 6 comments
MrHappy Jan 12, 2021 @ 12:42pm 
Nausea correlates to Gs more than fear does. Not 100% sure about fear but I suspect it's a mixture of speed in ratio to inversions and corners.
Last edited by MrHappy; Jan 12, 2021 @ 2:19pm
unca.alby Jan 12, 2021 @ 1:50pm 
Originally posted by With Faceless Panda:
Nausea correlates to Gs more than fear. Not 100% sure about fear but I suspect it's a mixture of speed in ratio to inversions and corners.
That's my suspicion also. Some air time and unexpected turns.

Air time takes advantage of people's natural fear of falling. Those zero G moments. Unexpected turns takes advantage of people's fear of things they can't easily predict.
Last edited by unca.alby; Jan 12, 2021 @ 1:53pm
MrHappy Jan 12, 2021 @ 2:16pm 
^ yes indeed, hadn't even thought of that. Air time would be very important and hey Texas Ranger, if you check your coaster test results you will see that air time is actually kinda hard to achieve properly considering it should only mean humps in your track. You could have 6 or 8 airtime hills and still only have 0.5 seconds of air time.

I think Alby is onto something there.
Surviva 777 Jan 12, 2021 @ 4:35pm 
Planet Coaster in terms of coasters is pretty much designed the same way how coasters are in real life. If you were on one of your coasters in real life, how would you feel after riding it? I've made a coaster before around my entire park and it reached like 7:50 excitement and the rest were also all green ratings. The key to get good ratings is the same of how it really would be riding a real rollercoaster. Your guests will only ride according to how tense the ride is.

You can tell by this when your editing the ride, see where the most geforce, speed, nausea etc is. Each type of colour, for example, best excitement you get on the tracks on your coaster, if it's green that doesn't have to be changed, orange needs improvement, and red needs to be worked on for sure, however it's not all about the excitement. Make sure you check where your guests get the most sick, most fearful, and also the most forceful part of the ride is, if that's not green, none of your guests will ride. Ride editings, make sure to check before opening the ride to public, if the excitement, nausea and fear's all green. Your good to go. If ALL the ratings are green throughout the coaster tracks till the end of your ride, that will hit 8:00. Don't make the ride too short, make it long but not too long depending on money. A ride that's exciting with a touch of fear and nausea. Just remember to check EVERY type of reactions on the ride, all that has those colours, all need to be in the okay zone to get those really high ratings.

Think realistic coasters. ;-)
Good luck, have fun and hope this helps! :rctwcar:

1 last thing, I have made a ride in the past that got to 8:20 excitement, it is possible. If you want to use it go ahead, check my profile, then workshop, should be the DC Rivals Hypercoaster reforged ;-) Fear is 5:97, all that needs to be done, is to make the fear 5:00 or lower. Remember what I told you, and again, best of luck! If you want to use my ride or try to get that rating yourself, to use this ride, you'll need the magnificent rides collection DLC.
Last edited by Surviva 777; Jan 12, 2021 @ 4:54pm
MrHappy Jan 13, 2021 @ 1:12am 
One thing to bear in mind as well is your lift hill and brake run. These remove excitement and fear the longer they go on. So a launch coaster would be best to avoid the lift altogether and you may have to head into a short brake run very quickly to minimize any drop in excitement etc once the train starts to slow down.
grampers62 Jan 13, 2021 @ 7:22am 
Note that speed G-force both lateral and vertical contribute to the fear and are tied together. more speed equals more G. Your final numbers are an average of the entire track. Longer tracks equal better averages. If you want a coaster to just beat that scenario just make one huge hill to get the drop Make the rest of the track while watching the G forces don't go over 2 Gs. Constant checking during building should be done to avoid going too far and having to delete large sections. Watch the fear heat map for a bit more help as well.
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Date Posted: Jan 12, 2021 @ 10:16am
Posts: 6