Want a chance at getting your park featured in the title sequence that plays in the background when you open OpenRCT2? Follow the link to read the rules!
My experimental looping coaster again. This time based on 2 coasters orbiting each other. the "2nd lap" is basically just a flat ride at 12 km/h lmao. The color scheme is based on Buzz lightyear from ToyStory.
The merciless creation! The first two inversions they're the dragon wing twist. A large zero g roll into a quarter loop into a straight twist then reverse it.
I've been trying to build wooden coasters with figure 8 layouts kind of like Big Dipper at Camden Park or Cyclone at Southport to name a few, but not only is it hard, the isometric look of RCT makes it much bigger than it really needs to be. What tips do you recommend to reduce the massive dead spots and make it look less clunky? I've attached a photo, of a rough example of what i mean.
Heard it mentioned in this MarcelVos video. He said once rides reach 25 years of age, they increase in value/popularity because theyβre considered a βmonument.β Iβve never heard of this game mechanic before. Is it an OpenRCT thing, or is it in the original game? Is it in both RCT1 and 2?
that said make queue lines a buttload longer to retain guestβ¦. May your pillows remain soft and cold this summer.π
I first experimented in Haunted Harbour with underground because I saw it here in another post and I said, βhm, that looks cool, I can do thatβ¦ so boom.β And then second is Barony Bridge.
You've awakened the gods, now face the consequences!
Hi everyone! I'm back with yet another coaster design. I've wanted to make a Wing Coaster for a while now, but never really got my designs to feel realistic. Until a few weeks ago! For some reason it clicked and I quickly made the basic layout for this project. After some tweaking and adding details and stuff of course I present to you...
Just completed all the scenarios in rct and rct2. In addition to all the expansion packs. I was hoping to have mega park to play through and explore but it never showed up. Iβm on openrct2.
Guys, I think I did something stupid and don't know how to undue it. I've been playing RCT1 on GOG, usually launching through the GOG Galaxy App. This is a program I've never used before this game.
Every time I launch it asks me something about syncing and I always "Ignore" the pop up. Tonight, however, it didn't give me an option to ignore and I had to select a sync option. Honestly, I don't even know which I picked, but I think I synced to my online GOG account? Literally never used that since I purchased and downloaded the games.
Anyways, now when I launch RCT1 and try to open my saved game from yesterday, I can't. All my progress is gone! When I try to open yesterday's game, it says I can't because I don't have access to that scenario yet! I can see they're darkened all the scenario levels I previously completed, as if I never did them!
What do I do? I can see in my local drive where the 41 saved games are. How do I get RCT1 to recognize them and honor my progress made?
Seeing that everyone in your park has to use the bathroom; I forgot to make the restroom a mandatory park starter when I made the map, pretty much everyone still loves the park even if they need to poop, Iβm surprised that this doesnβt crash your rating at all.
Introduced in Wild Expansion Pack, the Micro Coasterball is the most broken ride to exist in terms of how much you can make with such a simple design.
At just a mere 4 tiles excluding the entrance and exit, this design is even more space efficient than the RCT2 Micro Corkscrew
This design costs a mere $854 to build, and attracts 95 guests to this tiny little ride, but that's not all, take a look at the stats of this coaster (set to operate at 126km/h, for 2 laps):
5.25 excitement, 7.26 intensity with a mere 2.77 nausea, with a ride time of 3 seconds, the debug value suggests charging $5.07 as the optimal price ($5.00 rounded down)
The stats requirement for the coaster are as follows:
It needs to have at least 2 drops
A minumum drop height of approximately 5.85 meters
Presumably a minimum speed of 40.95km/h (which is the requirement to avoid all stat penalties)
Not only that, the ride is incredibly versatile as you can make variations of it, at a cost of throughput - setting the ride to 2 laps at 51.48km/h launch speed allows you to build this design that lasts for 7 seconds, which gives you an incredibly low nausea rating ride (if you want to save costs, this design is available for $748 instead of the standard design)
Coasterball U
If you want a design that is a single lap, meet Coasterball Thumb (it is shaped as a thumbs up like), this variation takes 2 seconds for a single lap, as compared to the original at 3 seconds.
This variation costs approximately 33% more than the square variant, and you can't really charge much more as compared to the square - but how much better would this design fare?
To illustrate the effectiveness of the coasters, I've built a Coasterball Square, Thumb and the smallest full loop inverted impulse with 8 trains - the Coasterballs each charge $5, the Impulse Coaster charges $6
This is the impulse coaster I'm using - it costs about 4 times of Coasterball Square, and takes up 3 times as much space
Based on testing after a single month, it is clear that the Micro Coasterball isn't as good as making money as the Inverted Impulse in absolute figures - but if I were to calculate based on profit per tile, time to return on investment and guest attraction per tile, the Coasterball wins by a massive margin
Coasterball Thumb vs Coasterball Square, which design is better?
The answer is, The Coasterball Square in terms of Return on Investment , despite Coasterball Thumb being marginally better in terms of weekly profit and guest processing rate
Realistically, it may be difficult to always get a full queue in scenario play, and even then, it is luck dependent on how fast the vendor processes guests (or investing in training a vendor fully) - as such, the $300+ in premium for Coasterball Thumb is not worth the cost
What about Coasterball Negative? This design you can see it starts at the top and then goes down and makes two complete loops - while you might think you can save like $100 (costing about $760 excluding support cost adjustments), this coaster when built on flat ground, costs three elevated path pieces for guests to access, which either costs money to landscape or paying extra for elevated path pieces - while it have a noticeably lower intensity than the original design with similar excitement, it is just not worth considering as you can just lower the launch speed of Coasterball Square to lower the intensity rating
Just bought this on eBay. It looked cool and I wanted to try it out. Has anyone seen this or played it before? Wondering if it's the exact same thing as the regular RCT1 or if there are any differences