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Starting with initially-allowed techniques: some coaster cars are interchangeable, if you want a Dragon with loading gates on the station, or a Wendigo without them, use the coaster with the station style you want and swap the cars. In the coaster's Edit Track mode, Utility Settings (three bulleted line "hamburger" symbol) the lift hill has a Wheel Lift speed, you can set it to the maximum of 8 -- the Station has an Entry and Exit speed max 22, but to reduce wear'n'tear they should be set the train's speed on entry-exit (if your lift hill is set to 8 and it starts directly out of the station, then the station's Exit speed should be set to 8.
Also, the lift-hill will turn up to 90°, a spiraling lift hill appears shorter.
Getting into general Settings (upper right Gear symbol > Settings button), in the Game tab > Coaster Friction Controls checkbox, checkmark it, and you'll be able to make your coaster faster by reducing friction (which reduces needed lift-hill height, but can cause other issues, like increased Fear and shortened ride-time). Unchecking Disable Coaster Collision (and all the other Collision boxes) will allow for more versatility in track placement, although for realism you might want to use scenery pieces to check clearance, after unchecking those the game will no longer do it for you. At the bottom is Disable Track Limits, checkmark that -- although you won't be able to able to get your lift hill greater than 30°, it allows other track pieces greater range, such as steeper drops.
If any of these settings aren't accessible (some Career and Challenge parks restrict them) then build your coaster in the Scenario Editor and save to your Blueprints, if the coaster itself is allowed in your park and you have the money then it'll place from your Blueprints even if built more extreme than that park's settings will allow.
I had also completely forgotten that you can spiral the lift hill. That is very useful of course.
I had also heard something previously that swapping the trains around to a different type really does have a different effect so I will have to give that a try.
Prefer to leave the friction settings alone as much as possible as it does tend to lead to a more realistic ride. Might experiment with it though. Good idea.
You mentioned not being much of a coaster builder. I would definitely donate some for your parks since I tend to get too impatient on big projects so they rarely get finished.
Thanks KickAir, great ideas!
I've actually found that this heavily depends on the ride. I've built replicas of real life coasters that had to be run at .9 or even .8 friction to run at IRL speeds when built exactly to IRL specifications.
In RCT3P they called it something like "high-tech lubricant", which is a real thing. It's not that the Planco coaster default's more realistic than any of the later "features" (read "fixes") -- those later improvements didn't just make playing easier, they often improved ride realism.
That doesn't make the game any less fun, fortuntely. ;)
By real world specs, I simply mean as close to the exact track length, lift and drop angles, and heights of each hill as possible, and with accurate trim positions and settings. Obviously you can't specify everything perfectly.
But the inaccuracies are to the point where a recreation of Hurler at Carowinds built to those specs can't clear the uphill banked turn under the predrop turnaround without dropping to 0.9 friction or adding at least 10 feet to the lift hill and drop. It's not a problem with the game, it's just a limitation.
The game also handles excitement in a somewhat unrealistic manner. Despite being one of the most beloved wooden coasters ever built IRL, my accurate El Toro replica has mediocre stats simply because of the long pre-drop section and brake run. Having realistic "utility" elements on a ride gets unfairly punished. This is a bit more of a problem but I'd still put it in the "limitation" category.