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>> No.392178 [View]
File: 709 KB, 1280x889, mercury.png [View same] [iqdb] [saucenao] [google]
392178

I'm at an intermediate level in designing coasters, here are a observations/tips:

Practice using a simple coaster, like a Virginia Reel.
Always check the built-in coasters to see what sort of rating you should expect/aim for if it's a type you haven't built before.
Gradually brake trains as they go into stations down to <30 mph. It'll reduce the uncomfortable rapid acceleration and prevent crashes due to station brake failures.
Does your ride have a loop? Thread the ride back through it for a significant excitement boost.
Apart from scenery, weaving between other rides, stalls, or paths is a good way to increase excitement. 3 underground portions allegedly gives the best excitement boost.
Fully-loaded trains have greater momentum, meaning they'll crest every hill and loop faster. Keep this in mind when testing, especially for powered-launch coasters.
In general, try to take loops, hills, and unbanked turns slowly. More hang time = more fun and less G's.
Increase throughput by increasing the number of seats (trains X cars) and maximizing the lift-hill speed. Longer stations and block-brake sections are two ways to increase the number of seats.
Satisfaction increases with the ride's excitement and decreases with long queue times and high prices (and possibly other factors). Higher satisfaction means happier guests, which in turn means more souvenir sales.
Consider increasing the minimum wait time so that trains are more spread out, instead of clustering. It's more of an aesthetic choice, but it does make queue times more consistent and means that more trains will be active if the ride breaks for some trivial reason.
From what I've heard, every lift hill after the first reduces excitement.
Synchronized stations increase excitement.
Learn what the different types of G's mean, and how they interact with ride sections. For example, banking a curve converts lateral G's into vertical G's.

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