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Yes, and you can even set the time manually. In the bottom-right side of the screen, under the "paths" tab, there's a small icon depicting the sun and moon. That opens the lighting controls which lets you set lighting to a fixed time of day.
Unfortunately, no. If you're wanting to keep tracks parallel, what I'd recommend doing is creating occasional "crossovers" during construction and linking the tracks to them if it's the same ride. Otherwise there isn't really a good solution.
Every tracked ride in this game apart from the Go-Karts can run in test mode during construction. It's a physical train, not a ghost, but you don't have to exit out of build mode just to test the ride. Just click "start testing" once you have a bit of track built and leave it on.
Just to add on to this leaving it in testing begins the running costs, as if you had it open so if you were to be building a coaster in none sandbox environment just beware leaving it on test will start costing you money. Duhh you don't need to care about that if you are playing in sandbox environment what most planet coaster players play in anyways i've noticed over the years.
Yep it will be shown as you are building/editing the track tho it only puts the height makers at the end of the section. like for example if you uped the length of the track at the end of that part is where it will display it meaning if you place a parts that are shorter you will have the height markers more close together. Just another pro to building coasters by the 4m method, btw highly recommend to do the 4m method for best far best smoothness with all your twists and turns etc.
Also if you want more of info on coaster building in this game this guild here goes over a lot and yeah also some of the simple basic things too but there is some advance knowledge within this guild still so its worth a look. https://steamcommunity.com/sharedfiles/filedetails/?id=887920899
I will look into it!
And I have already found out a "good" coaster is not a realistic coaster. For example, I made a turn to tight. Resulting in 2g lateral. aswell as a drop (the part where you go down-horizontal-up) resulting in 7g !!!!.
end results of the coaster: Meh stats... with a fear of 3 and excitment of 4.
Overall I do enjoy the machanics of building coasters. You can be insanly precise with your build. and even adjust a part in the middle (thats how i fixed the massive G forces)
Yeah, the game's very unforgiving when it comes to stats. To get really good stats you basically need to have Intimidator 305 or Steel Vengeance levels of intensity and relentlessness throughout the entire ride. Even just having a brake run at the end hurts even though it's necessary, so you're punished for building with common sense.
But the good news is that, unlike RCT, stats aren't everything. At the end of the day, it's ride prestige that matters, and this is affected as much by things like queue and trackside scenery as it is by ride stats.
Take a look at this ride on the workshop for instance:
https://steamcommunity.com/sharedfiles/filedetails/?id=1226126058&searchtext=Curse+of+Skull+Island
It's only got around 3.9 excitement and around 4 intensity, but its prestige is over 1000, and that's because of all the scenery used with it.
That's not barely any scenery. It may look relatively unthemed but all those light strings, flags and fences are going to contribute significantly to the ride's prestige. The game doesn't care how scenery objects are placed, just that they're in proximity to the ride.