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/vr/ - Retro Games


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File: 221 KB, 470x372, 1478429606540.gif [View same] [iqdb] [saucenao] [google]
4843669 No.4843669 [Reply] [Original]

Extreme golfing edition.

Welcome to /tcg/, a general for games like Roller Coaster Tycoon, Simcity 2000, and Transport Tycoon. Enjoy your stay!

Previous Thread: >>4793049
Discord: https://discord.gg/AzHd2XP

Downloads:
>Open RCT
https://openrct2.org/
>Open Locomotion
https://github.com/OpenRCT2/OpenLoco
>Open Transport Tycoon Deluxe
https://www.openttd.org/en/
>Open Sim City 2000
https://github.com/rage8885/OpenSC2K

---
Helpful Resources (Newfags go here for more info):
>>>RCT<<<
https://pastebin.com/R32Q4Lu6

>>>OTTD/Locomotion<<<
https://pastebin.com/5gagGwu7

>>>Sim City<<<
https://pastebin.com/JcjJjvTx
pastebin under construction, feel free to contribute!

Other business sim series such as Railroad Tycoon and Theme Hospital are also welcome!

>> No.4843706
File: 123 KB, 1024x768, simcoaster-theme-park-inc_0_orig.jpg [View same] [iqdb] [saucenao] [google]
4843706

NEVER EVER

>> No.4843837
File: 830 KB, 800x600, 11.png [View same] [iqdb] [saucenao] [google]
4843837

OpenSimGolf when?

>> No.4844341

>>4843669

Does this confirm that the guests are robotic? Is that why the all have the same face?

>> No.4844525

>>4844341
On mini-golf courses, guests are riding an invisible car that stops for a while when it gets to a hole.

>> No.4844535
File: 24 KB, 657x527, 1473957234983.png [View same] [iqdb] [saucenao] [google]
4844535

Why are the RCT scenarios so much better than 2's, bros?

>> No.4844582 [DELETED] 

Why are filthy frog fuckers still allowed to post, bros?

>> No.4844597

>>4844535
A lot of the scenarios just feel too low effort. Crazy Castle, Electric Fields, and Gravity Gardens along with the "Build your own Six Flags" are the only RCT2 scenarios I ever play pretty much. The expansion scenarios are even more disappointing since they're largely empty maps and the "new rides" are just reskins of existing rides.

>> No.4844957

>>4844535
RCT's scenarios are solid and considering 2 was essentially a bugfix/compatibility sequel I'm satisfied by the standard scenarios in 2.
The expansions, on the other hand, show an egregious gap in quality, polish, challenge, and novelty. Aside from the deserved respect to the scenery artists who worked on RCT2's expansions, WW/TT is drastically inferior to CF/LL.

>> No.4845142

>>4844535
I fully believe that they took less time when making RCT2's scenarios because they anticipated people would make and share their own with the scenario editor. Hell, maybe they did it to encourage sharing.

>> No.4845543
File: 749 KB, 1920x1057, Rainbow Valley 2018-06-18 00-05-27.png [View same] [iqdb] [saucenao] [google]
4845543

It's slowly coming together.
I'm fucking terrified to add foliage because once you do, you can't remove it.
Building on this scenario is like surgery, man.

>> No.4845582

>>4845543
>covering up the tunnel entrance and building a nice looking bridge at the same time
Lovely detail.

>> No.4845845
File: 170 KB, 1920x1080, Amity Airfield 2018-06-18 09-23-06.png [View same] [iqdb] [saucenao] [google]
4845845

Which one of these months do you think there was a thunder storm?

>> No.4846060

>>4845845
April, you sadistic fuck.

>> No.4846061

>>4845845
U M B R E L L A S

>> No.4846086

>>4845845
>not deleting all those paths for cash

>> No.4846150
File: 815 KB, 1920x1052, Post Trains.png [View same] [iqdb] [saucenao] [google]
4846150

Post more trains

>> No.4847080
File: 986 KB, 2229x766, unfinished ff7 rct3.jpg [View same] [iqdb] [saucenao] [google]
4847080

>>4843669
Am I allowed to post RCT3 if I use it to recreate retro game world maps?

>> No.4847216

>>4847080
No because mods are retarded.

>> No.4847219

>>4847216
It's not a mod if its all vanilla made

>> No.4847347

>>4847216
>>4847219
Moderators?

>> No.4847462

>>4847080
I often want to post Sim City 4 stuff. I know the struggle, too.

>> No.4847794

>>4847080
No.

>> No.4847821
File: 1.81 MB, 3539x2018, Flunbridge Transport, 7th Jun 1964#3.png [View same] [iqdb] [saucenao] [google]
4847821

>>4846150

Reporting in.

>> No.4847867

>>4846150
Ayn Rand's favorite videogame.

>>4847080
I might look the other way for one or two screenshots of an actual running park.

>>4847821
These old aesthetics are extremely hard to beat IMO.

>> No.4847919
File: 199 KB, 336x468, 1449760772078.gif [View same] [iqdb] [saucenao] [google]
4847919

>OpenLoco is still a buggy crashy mess

>> No.4848051

>>4843669
How do you increase your park value? What all goes into that?

>> No.4848089

>>4847821
>>4847867
>These old aesthetics
Although, most of those graphics are from newgrfs. It is a very attractive combination though. I like the chunkier roads and bridges of ARRS, and the buildings look very nice, though I'm not sure what set they are. Swedish houses? Or just TTRS and it's been such a long time since I played with it that I forgot what the early 20th c buildings looked like.

>> No.4848159
File: 14 KB, 319x360, newgrflist.png [View same] [iqdb] [saucenao] [google]
4848159

>>4848089

>the buildings look very nice, though I'm not sure what set they are

They're from the North American City Set which the creator deleted from the internet for reasons. Other people reuploaded them to the TT-Forums, but you can also find them in the openttdcoop grf pack.

http://wiki.openttdcoop.org/GRF

Pic related is my grf list for that game for those wondering.

>> No.4848541
File: 806 KB, 1858x1057, Rainbow Valley 2018-06-19 12-50-03.png [View same] [iqdb] [saucenao] [google]
4848541

I removed the observation tower and replaced it with a haunted house because it was ruining the sightline of the ride interactions in the middle of the river.

Also I really don't know what to do with the empty space near the Ferris Wheel and the woodie's lift hill. I've tried to fit rides there but it just doesn't work. Guess I have to get creative.

>> No.4848571

>>4848159
It's so annoying when good newgrfs aren't available on the in-game content downloader. This game has a small enough community to begin with, what is the point of trying to fracture it even more? But I guess that's what you get when your game attracts turbo-autists.

>> No.4848574

>>4843837
That takes me back.

>Gary Golf

>> No.4848589

>>4848541
You could probably fit a building with a ride in behind the Ferris Wheel, maybe a new Obs Tower? But some empty space is fine.

Isn't that chairlift a little too high?

>> No.4848606

>>4848589
I didn't want to fuck around with trees being in the way at all so I just made the chairlift super tall.
Remember, I can't remove trees.

>> No.4848612

>>4848606
Also it isn't THAT tall, it's just placed basically right along the park border.
Still wanted to clear the trees though.

>> No.4848631

>>4848606
I know about the trees. Generally amusement park chair lifts are really low so I'd try to get it as close to the treetops as possible.

>> No.4848674

>>4848631
For chairlifts that go down a park's midway, yeah they aren't that high up, but I have seen chairlifts that are in mountainous regions (like the one in Kolmarden, for example) that are easily 120 feet off of the ground.
I remember one of the Happy Valley parks in China that had two parts separated by a chairlift and that suspended you REALLY fucking far up over the coast.

I guess RCT's isometric perspective makes things seem taller than they really are.

>> No.4848729

>>4848674
>like the one in Kolmarden, for example
>randomly name dropping a quite obscure park less than an hour's drive away from me
Spooky. And I guess you're right.

>> No.4848995
File: 263 KB, 1624x936, Golm Sculpture Farm &amp; Mining 2018-06-20 01-25-00.png [View same] [iqdb] [saucenao] [google]
4848995

Made a workbench. It could use more features and gardens, but this is what I got out of today.

"Have Fun" objective
Max Loan: $100,000 at 13% interest
Start with basic rides/shops, randomized research (nearly all vanilla RCT2)
https://mega.nz/#!PR4DjSZa!-aDCRm66az3CYyT_J0lIwOoNA0ChgZVgcGvuCQ3CaTc


Anything new with the contest? Can we have a best workbench contest to spurn more content?

>> No.4849118

>>4848729
Consider yourself lucky to have a park with an RMC of that caliber that close to you. The closest park to me is 6 hours away.

>> No.4849265
File: 286 KB, 955x446, 2018-06-19 19_09_07-OpenRCT2.png [View same] [iqdb] [saucenao] [google]
4849265

Hmmmm

>> No.4849693

So as a kid, playing your first citybuilder, what's some retarded shit you remember?
Like not getting what a thing meant, or just some asinine zoning.

>> No.4849702

>>4849693
I didn't know what the yellow/green/blue colors were for and i just typed out a cheat i heard about to place arcologies everywhere and made a crime ridden hellscape of a city.

>> No.4849728
File: 4 KB, 81x68, sc300speed.png [View same] [iqdb] [saucenao] [google]
4849728

>>4849693
I didn't understand that the animal representations of speed in Sim City 3000 were connected to the simulation speed. I just picked my favorite animal and stuck with it. This usually meant I played on Turtle, or African Swallow. I would do better on high speed because my city would actually generate money, whereas I would always fail under turtle, since I built out, ran out of cash, and took out loans.

Guess which animal I preferred? The fucking turtle.

>> No.4849731
File: 574 KB, 950x1200, Koopa Troopa 2.png [View same] [iqdb] [saucenao] [google]
4849731

>>4849728
Good man.

>> No.4849734

>>4849693
I struggled with SC2k and usually had unbalanced cities with very bad pollution and traffic. I usually would stick with simpler games like Simtower and SimAnt.

>> No.4849756

>>4849118
>Consider yourself lucky to have a park with an RMC of that caliber that close to you
Yeah, Wildfire is great, the zero-g stall is such an amazing inversion. I did not manage to go during its first season so I was quite worried when it did not open for its second and there were rumours about them having to tear it down.

>> No.4849824
File: 459 KB, 1680x1050, Vomit wave.png [View same] [iqdb] [saucenao] [google]
4849824

>>4849693
The one and only thing I remember from any sim game at all was a memory of Theme Hospital's 4th, 5th and 6th levels.

I couldn't beat the 6th level no matter how I tried and given my memories I'm shocked I even beat the 5th level. I would plonk down rooms in the first available spots with corridors of 2 or even 1 tile width, zero rhyme or reason to where everything was and it was an absolute vomit hellhole. The problem especially exploded with level 6 introducing the epidemic.

I vaguely remember exactly what the first building of level 4 looked like and I'm sure I'd scream internally if I saw it in the flesh now.

>> No.4849828

>>4849824
Oh right, also I'm 99% sure I didn't know what junior / doctor / consultant meant, so I'd just hire whoever was cheapest with the qualifications I wanted.

>> No.4849849
File: 892 KB, 3599x1009, Flunbridge Transport, 18th Nov 1965#1.png [View same] [iqdb] [saucenao] [google]
4849849

>>4847821

>tfw passenger routes are overloading again

>> No.4849978
File: 1.04 MB, 3588x1012, Flunbridge Transport, 15th Aug 1968.png [View same] [iqdb] [saucenao] [google]
4849978

>>4849849

Eased most of the pressure. Part of the problem was cities growing and therefore needing more trains, but freight traffic was also slowing down mainlines on steeper routes. A few more avoiding lines have been built, mostly in the south, to keep freight from interfering with passenger operations.

>> No.4850191
File: 788 KB, 1122x657, 1037.22.png [View same] [iqdb] [saucenao] [google]
4850191

In Mar 1960, the land values bugged out. But then a bug happened where they unbugged and rebugged, prior to another bug where the bugged unbug got bugged and unbugged the value overflow bug's underflow bug.

>> No.4850215
File: 390 KB, 500x498, wat.png [View same] [iqdb] [saucenao] [google]
4850215

>>4850191

>> No.4850263

>>4849693

I used to do this thing in RCT where if I build a ride I would never build another type of it again. Alright have a wooden roller coaster? Not building another one. Steel coaster? Fuck, already built that. I have no idea why either since I knew there weren't any penalties of anything for having the same ride.

The same thing happened with me and Tropico. Build more than 1 canning factory? What the FUCK DO YOU MEAN? Jesus looking back I have no idea how the hell I beat any missions or got past the first few years of any island. Now that finally got out of that habit I do find the game a lot more boring since now I have 5 factories that produce a shit ton of goods.

Railroad tycoon was another weird one. It took me a while to understand that you don't need to have all your trains connect to every single god damn line and station. I would have like, 15+ stations and every train would connect to them instead of making drop off points and what not.

>> No.4850434

>>4849849
>>4849978
It's interesting to get a glimpse of your playstyle because it is pretty different from mine.
Your map looks strange to me though. You have several different colors representing track, where on my map I only ever see a distinction between electrified and non-electrified in that mode (even when using more than two kinds of track). Is that a client mod, or just provided by the track newgrf you are using?
Your landscape also looks like nothing I have ever seen. I usually generate a coastal/archipelago style map, which often takes an hour or more of generating and regenerating before it comes out looking decent. Yours looks like a nice continental map with very robust rivers, which I have not seen before. I love the distribution of cities, they are all realistically abutting a coastline or waterway instead of just distributed randomly. The distribution is "clumpy" enough that you can do nice multi-tiered networks of local and express lines. You are definitely going to want to build more separated, high-speed tracks isolated from your freight network as those cities grow, for your express lines.

>> No.4850502
File: 1.06 MB, 3586x1002, Flunbridge Transport, 19th Oct 1972.png [View same] [iqdb] [saucenao] [google]
4850502

>>4850434

>You have several different colors representing track
That's the North American Track Set. Different track types have different maximum speed and maintainence costs.

>Your landscape also looks like nothing I have ever seen.
It's a mountainous terragenesis map which I then modified by adding the rivers, towns, and industries by hand. Took a while but was worth it.

>You are definitely going to want to build more separated, high-speed tracks isolated from your freight network as those cities grow, for your express lines.
I plan for the future to a degree, but largely just build as I go and deal with problems as they arise. Some areas have dedicated freight and passenger lines, some don't. Depends on the terrain and traffic load. Generally I aim for a semi-realistic appearance.

>> No.4850563
File: 109 KB, 3076x1541, JP Cargodist 1933.png [View same] [iqdb] [saucenao] [google]
4850563

>>4850502
>That's the North American Track Set. Different track types have different maximum speed and maintainence costs.
In my current game I'm also using a trackset that has those features (Japanese, with twelve railtypes) but the rails don't display that many colors on the map. I guess this trackset just doesn't define all different map colors like the American one does. That kind of makes me want to go in and edit some bytes though.

>by hand
Ah yeah, figures. It looks great though. I wish the terrain generator could make better maps on its own, but I guess that's hard. I still occasionally look for external terrain generators that can output heightmaps suitable for importing, but even if I found something perfect that would still leave a lot of work in manually placing cities and rivers.

>> No.4852002
File: 157 KB, 310x267, This Lemonade is really good value.png [View same] [iqdb] [saucenao] [google]
4852002

>> No.4852013

>>4852002
>ywn piss lemonade
Literally actually honestly why even fucking live?

>> No.4852371
File: 1.68 MB, 3592x1005, Flunbridge Transport, 29th Dec 1978#1.png [View same] [iqdb] [saucenao] [google]
4852371

>>4847821

>19 platforms
>124 trains
>13,000 passengers waiting

Plebs should have bought a car.

>> No.4852379
File: 1.15 MB, 1601x903, Fifty thousand.jpg [View same] [iqdb] [saucenao] [google]
4852379

>>4852371
Your rail network is insane, got any tips for me?

>> No.4852502
File: 979 KB, 3592x1005, Flunbridge Transport, 6th Apr 1979#1.png [View same] [iqdb] [saucenao] [google]
4852502

>>4852379

Other people will have different approaches, but these are the basics of what I do.

General
>Separate low and high speed traffic where possible.
>Try to avoid routing freight trains through busy passenger stations. Build avoiding lines around large cities if you need to. (pic related, right side)
>If your trains are larger you don't need as many. Just make sure your stations are long enough to accomodate them, otherwise they load and unload much slower.
>Grade separate busy junctions if you need to.
>Sharp curves slow traffic. Avoid building them unless forced to.
>Steep hills slow traffic down. Follow the contours of the land to allow shallower gradients If you are forced to build up steeper slopes compensate for it by using more powerful locomotives on that route.
>The vehicle grouping system is very useful for keeping track of your various services, as well as for replacing vehicles.
>Use the build while paused feature. Some people consider it cheating, others don't.
>Try to plan ahead and anticipate which areas will see the most growth in traffic. Build accordingly.

Passengers and Mail
>Large, fast, and long distance expresses calling only at cities. Stopping services travel between cities, calling at minor towns on the route. (pic related, map)
>Try to give each service a dedicated set of platforms at interchange stations to prevent them interfering with eachother.
>If a passenger station is completely overloaded but cannot be expanded, build a new station and connect them both with buses or trams.
>More trains doesn't always solve overcrowding problems. They can also be addressed by improving route speeds.

>> No.4852505
File: 828 KB, 3592x1005, Flunbridge Transport, 6th Apr 1979.png [View same] [iqdb] [saucenao] [google]
4852505

>>4852502

Freight
>When transporting raw materials (e.g. coal or iron ore) build a large loading station at an industry with high production. Set up feeder services from nearby industries of the same type to feed this main station. Cargo is then transported in large trains from this main station to its destination, minimising the number of freight trains on the network. (pic related).
>When transporting processed cargoes (e.g. goods or food) to cities, they should have dedicated unloading stations that are separate from the passenger station.
>Stations at secondary industries should have dedicated platforms for raw materials coming in and processed products going out. This means that trains loading processed products do not take up every platform and prevent trains bringing raw materials in, a situation which causes total gridlock.
>In addition to the above, separating the route into such a station allows trains bring raw materials in to pass trains queueing for a loading platform.
>Always have a depot at the entrance to the processed products loading platform so that should traffic grind to a halt, the excess trains can be stored in the depot to clear the section. (pic related, right side.).

>> No.4852658

>>4852502
Big things I'd love to know are mechanical rather than logical. For example in your earlier screenshot you have a huge rack of stations side by side that are presumably all considered part of the same station, how did you do that and what are the waypoints for in your case?

>> No.4852707
File: 1.83 MB, 1444x936, Flunbridge Transport, 29th Dec 1978 annotated.png [View same] [iqdb] [saucenao] [google]
4852707

>>4852658

Two settings in the limitations catagory;
1. 'Maximum station spread' which is the maximum dimensions of a station, currently set to 20 in my game which is somewhat larger than the default.
2. 'Allow to join stations not directly adjacent', currently set to on. If you CTRL-click when placing station tiles a window pops up with all nearby stations. You can then choose which station you want the new tiles to be part of, even if they are not connected. This setting also allow you to place two separate station directly adjacent to eachother, something you can't do by default.

Regarding the waypoints, they are used to ensure specific trains use specific platforms. It prevents trains that are supposed to terminate at the station using the through platforms, and vice versa, as well as ensuring through trains use the correct through platforms and don't end up on the wrong mainline. Pic related.

>> No.4852929

>>4852002
The (Closed) makes it that much funnier.

>> No.4853092
File: 39 KB, 460x215, header.jpg?t=1518605799.jpg [View same] [iqdb] [saucenao] [google]
4853092

not /vr/ but has anyone tried this?

>> No.4853396

In RCT2, is there some trick to make chairlifts of more than 2 stations work properly? It always happens to me that the intermediate stations are only used in one direction.

>> No.4853406

>>4853092
Breddy gud, although the passenger system is massively fucked up, vehicle capacities are weirdly low, and you quickly go from barely enough passengers to make a profit to so many you can't keep up with demand.
Trams are completely broken in this regard, they fill up in the first station and you can't ever keep up with demand in the town centers. In the end tram lines almost never turn a profit, because trams are just stuffed from the first stop on, and it takes too long for them to empty and get new passengers (and thus make money).
idk why they don't make a fix for that, all you'd need to alter are the maths of passenger production, demand, capacities, etc..

The railway building mechanic is absolutely amazing, it's great fun to build your railway systems. Flying junctions are a bit shitty because the bridgebuilding mechanic has its issues and you can't just build a ramp along other tracks. But it's nothing that's gamebreaking.
If you can deal with the passenger issues it's great fun.

>> No.4853947

>>4853406
Try having less stations on a line, more with busses. The stations in TF have a ridculous range, even the tram city ones.

Had the same issues as you did.

>> No.4854039

>>4843706
>$27
>Sale price

>> No.4854071

>>4854039
You seem to have been tainted by the stupid concept of reduced prices being referred to as "on sale."

>> No.4854151
File: 29 KB, 832x540, Strickland Propane 2018-06-22 00-15-35.png [View same] [iqdb] [saucenao] [google]
4854151

rate our first online park

>> No.4854209

>>4854151
Is that an actual, rideable coaster I see?
0/10 shit park invite me next time.

>> No.4854354

>>4850191
stop being so good

>> No.4854560

Redpill me on RCT Classic

>> No.4854597

>>4854560
Just downloaded it an hour ago funnily enough, going to crunch hours on the aeroplane with it tomorrow. A small touch screen isn't really good to place things so I imagine it'll be a nightmare to build rollercoasters and get footpaths right but otherwise it seems to have enough content.

>> No.4856061

>>4854560
Touchscreen controls take some getting used to, but once you get past that it's great if you take a tablet with you on long trips.

>> No.4856606

>>4854560
Nice if you want to play mobile, but totally useless if you're using an actual computer.

>> No.4856617

>>4852002

>using that restroom costs $20
>the lemonade is free

>> No.4857725
File: 63 KB, 441x337, ground zero.png [View same] [iqdb] [saucenao] [google]
4857725

Post things that didn't age well.

>> No.4857748

>>4857725

>Flammability: Low

>> No.4858203
File: 35 KB, 705x56, rctw.png [View same] [iqdb] [saucenao] [google]
4858203

>Looking to grab RCT3 on Steam
>Apparently you can't buy it on there
>See this
Makes me laugh it's not discounted

>> No.4858331

>>4858203
I wouldn't even buy it if it were free.

>> No.4858332

>>4858203
Blame the Hersheypark content.

>> No.4858743
File: 1.52 MB, 1280x888, White Water Park 2018-06-24 20-08-30.png [View same] [iqdb] [saucenao] [google]
4858743

decided to un-kill this project, might start streaming it again

>> No.4858782

>>4857725
Is this a real building?

>> No.4858783

>>4858743
Would it be possible to make custom scenery signs with different styles/fonts? It's unfortunate that you've got to use that generic sign no matter what the environment is.

>> No.4859517

>>4844597
I really love the Alpine Adventures scenario tho.

>> No.4859523

>>4846150
>tfw no Locomotion mod with larger maps, balanced economy and actual trips made by passengers
sadfrog

>> No.4859524

>>4847919
Th-there's an openLoco in the works????

>> No.4859570

>>4849728
jesus christ

>> No.4860629
File: 330 KB, 1366x705, So Relaxing it&#039;s Nauseating.png [View same] [iqdb] [saucenao] [google]
4860629

>> No.4860929
File: 601 KB, 1299x748, White Water Park 2018-06-25 19-49-24.jpg [View same] [iqdb] [saucenao] [google]
4860929

what're you building, /vr/ct?

>> No.4860956

>>4860929
I've been thinking about starting a new park for a couple of months but I can't get past the fantasizing-about-woodies-and-B&Ms phase.

>> No.4860958

>>4860956
so make a park with woodies and B&Ms c:

>> No.4860969

>>4860929
Also, it looks like that rapid raft in the bottom right corner have taken flight.

>>4860958
Well yeah, I'm going to. I just need to decide what IRL rides/parks I'm going to rip of first. Kinda want to do The Voyage but I'm unsure if it'll look good in RCT.

>> No.4861001

How do you build a "finish X coasters" scenario? I couldn't find the option for it in the scenario editor.

>> No.4861119

I'm going to visit Edinburgh in a while, is there any decent amusement park worth the name closer than Blackpool?

>> No.4861538

>>4860629
Ships

>> No.4861928

>>4861001
Through the "Saved Game as Scenario" option. It's something along those lines.

>> No.4861942
File: 444 KB, 2582x1178, SCR105.png [View same] [iqdb] [saucenao] [google]
4861942

Is there any good custom paths and/or scenery for building good looking parking lots?

t. autist

>> No.4862235

What happened to the /cbg/ on /vg/? For SimCity4 and Cities Skylines and such? Those use to be good threads.

>> No.4862290

>>4862235
Slowed down, couldn't live with the spammy crowded shitfest that /vg/ has become.

>> No.4862708

>>4861942
there are road object cs sets that include parking lot stuff, there's even custom rides meant to look like parking lots to save object space. You can also use base blocks for the road and walls under the base blocks for the white lines/markers, some objects poke through the base blocks

>> No.4863351

>>4859524
Yes its a crashy mess with one good new feature so far.

>> No.4863395
File: 3.02 MB, 7496x3872, Infernal Views 2018-06-26 15-37-15.png [View same] [iqdb] [saucenao] [google]
4863395

Six coasters down, four to go. What does /vr/ think?

>> No.4863430

>>4848159
I haven't looked at sim city 3000 in 15 years so my memory might be failing me, but those buildings remind me of it. Are they modifications of sc3k's?

>> No.4863539

>>4862708
Do you know the names of the road objects or a workbench including them? Both the object list over at NED and my object folder are quite big and not very descriptive desu.

>> No.4863553

>>4863430
No, they're for OpenTTD.

>> No.4863992
File: 66 KB, 640x640, 1469125716206.jpg [View same] [iqdb] [saucenao] [google]
4863992

>>4863395
Excuse me yes hello where is the spaghetti?

>> No.4864178

>>4863395
Did you build your amusement park in Mordor?

>> No.4864187

>>4864178

Amusement parks on Mars are canon in the RCT universe.

>> No.4864210

>>4864178
Look up Craters of the Moon national park, it's a volcanic hellscape in Idaho that looks almost exactly like that (minus the actively flowing lava river). It's all weird volcanic caves with huge mountains of black gravely stone on top. It would be hard to make it safe, since I'm sure the ground is unstable, but it's wild to imagine an amusement park there.

>> No.4864229

>>4864210
That's fucking beautiful.
Have people ever shot movie scenes there? Or do they want to protect the parkland?

>>4864187
I love that.

>> No.4864284

>>4864229
It looks like you can get a film permit, but I don't know of anything major that was filmed there. It was extremely windy, like too windy to talk to someone standing 10 feet away from you in a lot of places, when I visited. The caves would be usable for filming I guess, except I think they prohibit artificial light inside them (it causes surface plants/moss/algae to try to spread down there), and you could make a better looking cave on an indoor set anyway.

It's one of those places you should just try to see in person if you ever make it out there. Pictures don't really capture the combination of scale and detail. Same goes for the Badlands in South Dakota. Who knew dead rocks and melting piles of dirt could be some of the most beautiful things in nature.

>> No.4864349

>>4864178
>A.D. MMXVIII
>not builiding amusement parks in Mordor
lel pleb

>> No.4864718

>>4863395
it's awwwwright

>> No.4864864
File: 325 KB, 808x657, comfy parade.png [View same] [iqdb] [saucenao] [google]
4864864

>> No.4864932

>>4864864
Those balloons look so out of place

>> No.4865070
File: 3.31 MB, 7496x3872, Infernal Views 2018-06-27 12-56-55.png [View same] [iqdb] [saucenao] [google]
4865070

How you like me now?

>> No.4865132
File: 3.45 MB, 7496x3872, Infernal Views 2018-06-27 14-02-05.png [View same] [iqdb] [saucenao] [google]
4865132

And done! Boy was this getting boring towards the end, I was gushing cash and just needed a bunch of more coasters.

>> No.4866584

Page 10 is not Exc 10

>> No.4866653

Hey, did anyone ever make anything for the results of the knots contest?

>> No.4866857

>>4864864
Very comfy neighborhood. Never liked the fucking parades in SC3000U though, because they're for some reason loud as shit, and they also go on for fucking forever.

>> No.4867040

>>4865070
>>4865132
You build decent coasters and obviously know what you're doing but there's just something with your build style that I don't like.

>> No.4867685

>>4866857
God forbid you have auto go to disasters on, because hooooly shit. You can be across town zoning and building and BLIP GUESS WHAT FUCKER, your view is centered on the dumbshit dinosaur float now!

>> No.4868053

>>4867685
>about to bulldoze something
>camera jumps to a fucking parade as you click
>City Hall just fucking explodes right in the middle of the celebrations
>parade carries on like nothing happened
What do you think would be going through the minds of your Sims at that moment?

>> No.4868068

>>4868053
That's why I always deny those fucking parades.

>> No.4868118

>>4868053
>about to bulldoze a single park with unlimited funds on
>parade or fire
>bulldoze 3/4 of the entire map

>> No.4868757

I want to play roller coaster tycoon 3, any idea on how to get the game? Don't see it on gog and im worried it wont run on windows ten.

>> No.4868793

>>4868757
get parkitect or planet coaster instead. RCT3 has literally nothing to offer these days except the expansion content

>> No.4868898

>>4868757
You'll probably have to track down a physical copy of it at this point, since the only place I know was selling digital copies was Steam and it got removed from there over legal stuff.

>> No.4868987

>>4868757
>go to Piratebay
>type Roller Coaster Tycoon 3 in the search field
>Pirate Search
>???
>profit
That wasn't very hard. However, listen to shnupz and get another game.

>> No.4869017
File: 64 KB, 1440x1080, okay.jpg [View same] [iqdb] [saucenao] [google]
4869017

>>4867040

>> No.4869214
File: 340 KB, 1328x747, RCT3.jpg [View same] [iqdb] [saucenao] [google]
4869214

>>4868757
>>4868898
Don't mind me, just here styling with my untouched, unopened copy of RCT3 deluxe edition.
It's hard to make out, but it's still in the cellophane wrapper and the seal is unbroken.

>> No.4869551

>>4868757

It's on steam.

>> No.4870037

>>4869551
Not anymore; it got removed over legal stuff between Frontier and Atari.

>> No.4870076

>>4869551
It's on Steam for people that have bought it. It's no longer available for anyone else to purchase because >>4870037

>> No.4870114

>>4868757
It's literally on Archive.org.

>> No.4870821
File: 766 KB, 1555x1166, P1000459.jpg [View same] [iqdb] [saucenao] [google]
4870821

So I was going through my closet and found this shirt from 20 years ago.
After 4 people died on this ride 2 years ago, I think this is quite ironic.

>> No.4870989

>>4870821
kek

>> No.4871604

>>4870821
Wear it with pride, it's actually an accomplishment.

>> No.4871693
File: 606 KB, 1457x807, Enjoy this at 60kmh faggots.png [View same] [iqdb] [saucenao] [google]
4871693

OpenRCT2 really need to add sloped brakes, Hyper-Twisters keep speed for fucking ever.

>> No.4871715

>>4871693
What's wrong with using the regular breaks?

>> No.4871730
File: 248 KB, 512x384, laughing drunkards.png [View same] [iqdb] [saucenao] [google]
4871730

>>4870821
Fucking wew.

>> No.4871812
File: 497 KB, 345x259, tooth_chipper.gif [View same] [iqdb] [saucenao] [google]
4871812

>>4871715
can't build The Tooth Chipper

>> No.4872939

>>4870037
>Atari stirring up bullshit again
lol, fucking losers.

>> No.4872942

>>4871693
Even worse is doing a similar ride in RCT1, where you basically have to add an extra mile to every hyper just because they hold momentum beyond any reasonable estimate.

>> No.4872946

>>4871693
Sloped brakes and diagonal brakes when?

>> No.4873047

Anyone here interested in an ongoing large multiplayer game of Open TTDX, played over a a number of days or even as much as two weeks or so?
The time would have to be between about 9:30/10am to about 2 to 4pm GMT time every day except for Friday being the only day I can't guarantee.
The game would begin on Monday, just get on the discord in the OP if you're interested.

>> No.4873261

>>4871715
Eh, they hurt my autism. But talking about non sloped brakes, allowing players to set block brake speed when?

>> No.4873727

>>4869214
I could have a copy for like $15 on amazon.

>> No.4874042

>track unsuitable for type of train
Is there any way to get around this without fucking around with merging?

>> No.4875067

>>4874042
you have to merge, unfortunately. Just makes the station twister track and merge it onto the layout immediately. You could also use a custom train

>> No.4875330
File: 1.28 MB, 4429x3264, SCR20.png [View same] [iqdb] [saucenao] [google]
4875330

>>4875067
Oh, that would have been easier. I ended up solving it by adding an invisible, non-inverting turnaround beneath the dive loop.

Anyway, time to start working on custom supports. If anyone feel like commenting on the layout or colour scheme speak now or forever hold your peace.

>> No.4876619

>>4869214

It’s never going to worth much, Jesus Christ are you some kind of 30 year old boomer?

>> No.4876626

>>4865132

Very nice for a scenario play through build, especially like the sulphur lake bobsled thing

>> No.4876630
File: 2.32 MB, 4380x3304, SCR21.png [View same] [iqdb] [saucenao] [google]
4876630

>>4875330
The area around the hypercoaster is shaping up fine. I Can't come up with a decent name however. For a while it was named Platinum Star (also thought about Platinum Force) but while I like ripping of the names of real life coasters it felt to cheesy.

They B&M was originally going to be an Intamin Mega-Lite and I still kinda want to build one but having two big, modern coasters hardly fit with my original plan of a smaller park on a budget.

>> No.4876670

>>4876619
I'm not sure what you're getting at. I didn't say I was saving it until it became an antique or anything; I'm saying I bought it and then couldn't be fucked to even open it - never mind play it.

>> No.4877047

>/vr/ct not exclusively rct anymore
>can’t talk in coaster autism terminology anymore

>> No.4877085

>>4877047
Sure you can. It's still mostly RCT.

>> No.4877120

Can we discuss how much we hate Theme Park Review here?
https://www.youtube.com/watch?v=9Aoh-Jr76bs

Just watch that shit. We don't need a verbal reaction for every single thing that happens you cunt

>Lol I am going to tell people to say mean things in the comments so we can pretend it's not cause we are the most obnoxious human beings

>> No.4877291
File: 1.41 MB, 3592x1002, Flunbridge Transport, 19th Aug 2034.png [View same] [iqdb] [saucenao] [google]
4877291

>2034
>megacities forming
>old routes steadily overloading
>building map crossing high speed rail routes to handle the extra passengers

>> No.4877334
File: 245 KB, 470x383, cumface.png [View same] [iqdb] [saucenao] [google]
4877334

>>4877291

>> No.4877624

>>4877120
LOOP DE LOOP
HELIX
WHOOOOOoooooooOOOOOAAAAAHHH

>> No.4877807
File: 65 KB, 800x534, 30E57C81-413D-4EF7-850B-BC5231753B06.jpg [View same] [iqdb] [saucenao] [google]
4877807

>>4877120
Yes we can.

Robb Alvey is a douche, he bans people just because he disagrees with them, when the first B&M in the Netherlands was being built, a lot of people were hyped about it and Robb Alvey came out and said Europeans overhype everything, he got into a discussion and ended up spamming the thread with pic related and banned the users that disagreed with him.

http://themeparkreview.com/forum/viewtopic.php?f=2&t=18934&start=880

He’s also a big copyright jew.

>> No.4877808

>>4877624
WE’RE ON A LOGFLUUUUUME
WE’RE ON A LOGFLUUUUUME

>> No.4877824
File: 160 KB, 602x641, Spot the OCD.jpg [View same] [iqdb] [saucenao] [google]
4877824

>> No.4877953
File: 212 KB, 1366x705, Infernal Views 2018-07-03 15-06-25.png [View same] [iqdb] [saucenao] [google]
4877953

>>4876626
thanks familia, here's a pic of the full coaster

>> No.4877990

What's your favourite custom flatride and why?

>> No.4878425

>>4877953

Spooky

>> No.4878536

>>4878425
desu I was mostly just spamming scenery because excitement was like 5,90 and I needed to crank it up to six. Ironically after building the gondola next to it it ended up jumping from 6 to 6,20

>> No.4878619
File: 1.34 MB, 1904x935, SCR22.png [View same] [iqdb] [saucenao] [google]
4878619

R8/H8 my somewhat finished CGI Woodie. More rate than hate please, as I'm very pleased with the pacing and the second half of the ride.

>> No.4878625

>>4877990
The 'Rounded Up' by Amazing Earl, it looks like something that could have been in the original game.

>> No.4878976
File: 2.04 MB, 6472x3360, Alpine Adventures 2018-07-04 00-31-46.png [View same] [iqdb] [saucenao] [google]
4878976

Another one done! I love Alpine Adventures and filling it up with chairlifts.

>> No.4879134

>>4878976
Looks really comfy.

>> No.4879141

>>4878619
Low and fast, just like it should be.

>> No.4879148

>>4877807
The dude bitches and moans constantly, too. No self-awareness.

>> No.4879320

>>4878619
Quite nice, I like how it only has one major drop but still a varied, fast run. I also like the brake section with its scenery additions and how the queue is laid out within it.

>> No.4879396

alright i got RTC on steam and i have no idea on how to play it its confusing for my dumbass can an anon tell me who to play this game please

>> No.4879474

>>4879396
>charge admission to keep out the homeless
>paint rollercoasters neon green and bright pink to attract homosexuals
>name your handymen José, Jesus, Raoul etc.
>really wide paths for luxurious aesthetics
>coin-operated flowerbeds
>spend money you don't have

>> No.4880129
File: 23 KB, 323x310, 687474703a2f2f692e696d6775722e636f6d2f544663597644762e706e67.png [View same] [iqdb] [saucenao] [google]
4880129

>>4879396
>read the manual
>buy RCT2
>install OpenRCT2 - https://openrct2.io/
>merge the two games into one game
>enjoy

>> No.4880253
File: 1.43 MB, 1263x795, SCR24.png [View same] [iqdb] [saucenao] [google]
4880253

>try to merge Go Kart track with coaster track to make a more exciting and varied layout
>half the karts launch to hyperspeed out of the station, teleporting around the track, and the rest explode instantly
wew

>>4879141
>>4879320
Any idea for a name? The coaster is a centerpiece at an entrance area. The buildings/theming is far from done but I have not decided what style I'm going to go with yet.

>> No.4880351

>>4880253
"Morning Wood"

>> No.4880443

>>4880253
WELCOME TO WOOD BURGER

>> No.4880952

>>4880253
Generic name: Avenger
Less generic name: Beechwood Blaster

>> No.4881078
File: 1.07 MB, 1919x864, SCR25.png [View same] [iqdb] [saucenao] [google]
4881078

>>4880952
>Avenger
I like it, according to the lore (what, your RCT projects don't have their own lore?) the coaster is only a couple of years old and replaced an older Woodie. However, I also have an Intamin Mega-Lite that similarly replaced an older Arrow Corkscrew and I feel like the name is a better fit for it.

>> No.4881142
File: 1.29 MB, 3596x1014, Flunbridge Transport, 25th Jul 2051.png [View same] [iqdb] [saucenao] [google]
4881142

>2051
>steadily improving capacity on stopping routes
>train and station lengths increased to 11 tiles on most of them
>some stopping services are having their routes altered to be more rational
>express services made redundant by the newer high speed routes are being withdrawn to free up space on the old network
>most interchanges are being redesigned

>> No.4881226

>>4881142
What's the significance of the 11 tile station?

>> No.4881262

>>4881226

If a train is longer than the station it is using then it loads and unloads at a slower a rate, so longer trains need longer stations to prevent them taking too long and holding up other trains.

>> No.4881294

>>4877807
I can tolerate his noises in videos, but this is the stuff that sours me on TPR. Robb is just unpleasant, he often insults people in the comments of the videos just because they ask slightly uninformed questions.

>> No.4881826

>>4881142
this is making me wanna play TTD again

>> No.4881934
File: 1.50 MB, 1440x900, openrct2original.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>4843669
I'm new to OpenRCT2, but I have played a lot RCT1 and 2. I just managed to make the former work on Linux; what are the advantages of OpenRCT2 over playing the GOG RCT2?

>> No.4881950

>>4881934
https://openrct2.org/features
https://openrct2.org/changelog

>> No.4882092
File: 1.51 MB, 1440x900, shitpark.png [View same] [iqdb] [saucenao] [google]
[ERROR]

in a scale of 1 to 5, how shit is my first park?

>> No.4882107

>>4882092
>unnamed rides
Consider suicide.

I can't say much about it since there aren't any custom rides, but there's also nothing wrong with it. Try out some custom rides with scenery, even if it's just a car ride or log flume.

>> No.4882162

>>4882092
Is this the first time you're playing? In that case your park is among the best I've seen.

>> No.4882170

>>4882107
I too have a seizure whenever a merry-go-round is just called that.

>> No.4882178

>>4882170
For flatrides it's fine as long as you remove the number. Roller Coasters need unique names.

>> No.4882189

>>4882162
I have played before, many years ago, when the first RCT was released.
And I'm having economic problems, I make more expensive the more popular rides, drinking and food shops, but still I have to take some bonds because if not I'm between the red and a few dollars and can't expand the park to meet the scenario requirements...

>> No.4882302

>>4882189
One usual tip for Crazy Castle (and valid for any scenario with excessive paths) is to delete the castle walkways, it will give you some money, guests won't get lost and they will spend money paying for rides instead of walking around the castle.

>> No.4882308

>>4882302
Oh nice, thanks

>> No.4882370

>>4876630
Where'd you get that support scenery from? Looks sexy af

>> No.4882559

>>4882370
Probably from some NED workbench. The name of the scenery group is GW - B&M Supports - Complete Scenery Group and they're made by some guy called Toon.

>> No.4882565
File: 69 KB, 450x450, 1504907134509.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>4882092
>prebuilt rides

>> No.4882676

>>4881078
Nice coaster, great stats for its size. I would have made it longer tho. And the colors are kinda dull.

>> No.4882968

>>4882178
good post
DELET

>> No.4882974
File: 384 KB, 2920x1584, Ghost Town 2018-07-05 20-32-23.png [View same] [iqdb] [saucenao] [google]
[ERROR]

How am I doing? Ghost Town is tough, idk how the hell I'm gonna fit ten 1200m coasters there, but I'll sure as hell try. I'm pretty proud of my woodie although I fucked up by not thinking of proper block sections, now I only get two trains, oh well. Also check out the clusterfuck that is the mine cart coaster. The final curve section I built just to get it up to 1202m kek. Aptly named "Minecart Madness". Excitement 8.52, Intensity 9.23, Nausea 5.59 ...

>> No.4883014

>>4882974
Welp, Mine Cart Madness crashed. Why the fuck do rides that work perfectly well suddenly crash for no reason? Thank god for the refurbishing option.

>> No.4883027

>>4882974
Ghost Town is one of few parks I've never managed to get good looking. You just have to go extreme spaghetti, having Gigas and Hypers go up in the mountains.

>>4883014
How fast do the carts go when they enter the station? If there's more than one lifthill, how fast do the carts go when they enter them?

>> No.4883034

>>4882676
>I would have made it longer tho
Yeah, I'd like it like 100m longer but I can't really fit another element while keeping the high speed throughout the ride.

>And the colors are kinda dull
You're right. I want the ride to look like it is 10 years old and was never repainted but it's a little too brown.

>> No.4883048

>>4883027
There's a bunch of lift hills, they mostly go between 15-25 km/h when entering. I've raised the minimum waiting time from 3 sec to 5, I hope that gives it a safer margin. I also had them wait for full load so that no empty trains would run, those do get dangerously close to full ones.

>> No.4883129
File: 1.31 MB, 1920x914, SCR25.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>4882676
>>4883034
I did add a little more track. I'm a little surprised that it affected the stats negatively, apparently that second hill is the most exciting part of the ride with its intense forces.

>> No.4883229

Hey, is A-Train any good? I have played on the 3DS and had a good time with it, but are retro A-Trains worth looking at or are they totally outdone by TTD?

>> No.4883270

>>4883229
I recall hearing from a friend it was a bit complex and micromanag-y, but if you're used to city builders and other sims, I assume it's easy enough to get into.

>> No.4883402

>>4882107
For anything but Coasters all I do is remove the number

>> No.4883875

>>4883229
It is ... interesting
watch this review of it by LGR on PC : https://youtu.be/L3pRUb7_VQM

>> No.4884272

>>4882092
Starting off small is smart.

>>4882107
>naming flat rides
You only need to name flat rides if they're customized in some way.

>> No.4884275

>>4883048
Another thing to note is that safety cutout breakdowns stop lift hills, and that can cause trains to stack at the bottom of lift hills. This can cause rollback, which might be what was happening.

>> No.4885176
File: 537 KB, 1366x704, pasgetti.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Spaghetti as FUCK

>> No.4885210

It really trigger my "autism" that continuous circuit mode does not work with track merging.

>> No.4885845
File: 1.06 MB, 1224x758, SCR70.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Speaking of autism, building custom/hacked water rides takes legit ages. It took a couple of hours but at least they're both functional now. It's to bad you can't have dual, functioning, stations for the log flume.

>> No.4885860

>>4885845
How does that station platform work? I've tried to do that Intamin revolving platform but just used a station at either side.

>> No.4885889

>>4885860
I'm honestly not quite sure. There's four stations, two for the guide track (one of them is hidden underground) and two for the Rapids. Rapid station #2 is the only station with entrance and exit, for some reason it serve guide track station #2 which is the station where the rafts stop.

I followed this guide when I built the thing: https://www.reddit.com/r/rct/comments/1j6pi7/guide_to_realistic_river_rapids/
I feel like it might be possible to remove the two "redundant" stations but I've spend enough time on this and don't feel like experimenting more.

>> No.4886062

>>4885889
that guide is very outdated. To do the station you just need the 1 tile station piece where the boats stop before/after the curve, then you use the tile inspector to copy and paste the entrance/exit, move the to the centre of the curve, then delete the old entrance and exit on the station.

Make sure it hit the "make usable" button on the new entrance/exit location in the tile inspector.

You've been improving a lot lately Narc, its been really cool to see

>> No.4886184
File: 1.03 MB, 2372x980, SCR119.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>4886062
>outdated guide do this instead
Wow, that made the whole thing much less of a clusterfuck. Thanks.

>You've been improving a lot lately
Eh, maybe. Except minor improvements I feel like my style have been quite consistent the last two years. However my builds have been a little more ambitious this summer. However, my roller coaster knowledge have greatly improved.

Image related is a little more than 1 year old and probably my best coaster.

>> No.4886232

So I am using OppenRCT, and I remember being able to open a GUI and set things up like cheats, collision and shit. For some reason I cant find that menu now. Did they change it or something?

>> No.4886235

>>4886232
Nevermind I found it

>> No.4886364
File: 133 KB, 1096x672, Contest Preliminary, 7-6-18.png [View same] [iqdb] [saucenao] [google]
[ERROR]

So I group I'm in was having a bit of a tournament start up.

>> No.4886365
File: 140 KB, 1096x672, Contest Preliminary, 7-6-18 (alt view).png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.4886367
File: 71 KB, 1536x813, Woodland Rockets.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Plus a better view of the coaster and stats

>> No.4886368

>>4886364
That's tiny, yet really cool.

>> No.4886371

>>4886184
Inspired by Nemesis, I assume?

>> No.4886391

>>4886371
>Inspired by Nemesis, I assume?
Yeah, with a touch of Air.

>> No.4886883

>>4886184
hmmm yeah biggest thing about your layouts I'd say is that while they follow a realistic shape for the most park most of them seem to take up more space than they should given the context of the park. Like that hyper you recently made, had this weird aread between the lift hill and ending section of just open ground unutilised.

This is mostly a park layout and planning issue though, where your rides are being built and then the park around them

>> No.4887137
File: 1.78 MB, 1586x883, SCR62.png [View same] [iqdb] [saucenao] [google]
4887137

>>4886883
Yeah, you're right. I'm admittedly to fond of greenery, forests and non paved areas. I've been trying to keep this park more focused than my older ones (which are all extremely spread out) but along the edges I've been letting myself go.

Do you usually plan the whole park out before you build? I started out with the Hyper but both the Woodie and the Mega-Lite were built in predefined spaces which worked out quite well.

>> No.4887301

>tfw want to start an RCT2 sandbox but don't know what kind of park i should build

I really like schwarzkopfs though,
Maybe a small family owned park based in Germany or something.

>> No.4887326
File: 192 KB, 1036x654, Welp.gif [View same] [iqdb] [saucenao] [google]
4887326

>>4887137
>Those small game stalls

>> No.4887708

are we allowed to discuss cities: skylines here?

>> No.4887719

>>4887708
no

>> No.4887824

Does Open RCT2 allow the path customization and extra landscapes introduced in the RCT1 expansion packs?

>> No.4887990

What's actually the best in game scenario of the series?

>> No.4888380

>>4887990
Leafy Lake

>> No.4888418

>>4887708
I liked it, like a SimCity on steroids, but the limited transportation options were a bit disappointing.
Cities in Motion 2 OTOH has the transportation management that is closest to perfection. Would just need a little tweak to the timetable system, allowing island platforms on roads so that buses/trolleys/trams don't have to be on the outermost lane to make a stop, defining bus lanes as other than the outermost lane, and better metro options (establishing paths, defining switches, easier flyover junctions, not needing retarded loops at the end; basically just a Transport Tycoon or locomotion tier track management). Still, I had enormous fun playing CiM2, I only wish there were more scenarios.

tl;dr CiM2 > Skylines

>> No.4888421

>>4887990
WRONG, it's Alpine Adventures.

>> No.4888846

>>4887137
>carny games
>realistic wild mouse
>trackless rafts
fuck yeah dude

>> No.4889264

Is something wrong with OpenRCT2? Because I have tried doing the scenarios and guests tend to ignore some of my rides and barely spend or nothing at all to anything in my park.

>> No.4889302

>Playing Dusty Dunes on Open RCT2
>Build a log flume that has medium excitement
>At first it gets me tons of money
>But then later in the year no one goes to it anymore thinking "It's too expensive" or "It's not thrilling anymore"
>Fucking cheapskate guests are also thinking my other rides are too expensive, despite the prices being lower than the excitement rating of each, and leave my park without spending anything
WTF is happening?

>> No.4889336
File: 78 KB, 960x960, 1530820073043.jpg [View same] [iqdb] [saucenao] [google]
4889336

>roller coaster tycoon guests aren't anime girls

>> No.4889374

>>4887137
yeah. I've actually never once finished a solo full sized park, even when I was young, but I've worked on a lot of projects with other people and have a lot of unfinished stuff. Generally I find that realism works best when you plan the park in a rough timeline stage.

ie. what was the size and layout of the park when it opened? What about 10 years later, and 10 years after that? If you think about when things were built, it helps to figure out where to put them and how to lay them out. Parks always start small and expand later, so in the planning, start small and expand later. You don't need much detail in it at all, and honestly you can just say fuck it and build what comes to mind a lot of the time anyway.

Generally the first thing I do is a terrain outline, then the path layout gets planned, then rides, buildings etc. Foliage comes last. The big thing you want to keep in mind is the level of interaction the guests have.

>> No.4889401
File: 2.15 MB, 4271x2316, nedc4-115-the-junkyard.png [View same] [iqdb] [saucenao] [google]
4889401

>>4889374
>>4887137
Theme parks irl tend to build entire areas at once. All of the rides and attractions within that area are designed to work with each other as much as possible to provide the most immersive experience for guests. There's the famous double corkscrew visible from the path at Cedar point, or how the chairlift interacts with Matterhorn Bobsleds at Disney World, etc etc. They don't just build a cool layout and throw shit around it, they make sure that the guests not on the ride can also enjoy it in some way, or that its presence adds to the atmosphere of the park. This is usually achieved by utilising interaction, where the ride goes over, under or through something else. That may be the surrounding path, another ride, the queue line/exit etc etc.

pic related (https://www.nedesigns.com/park/3800/nedc4-115-the-junkyard/)) is a great recent example. The layout is no bigger than it needs to be. While not exactly compact, no space is really wasted inside the layout. There's space around it, but it doesn't use that space just because it's there.

There are three main pointsof exciting, non rider interaction of the ride: The eating area next to the corkscrews, the path placed perfectly to watch the loop, and the cobra roll through the go-karts, visible from everywhere on the map. Notice how those go karts work with the path too, rather than around it? The diagnonal shipping containers both add to the themeing and enhance the experience of the people walking around the park.

Being a design, this isn't a full park. Ideally however, each area of a (large, heavily themed) park should be built like its a design, where you can just take the whole area out and it still works on its own

>> No.4889426
File: 3.73 MB, 3744x2288, steppenwolf.jpg [View same] [iqdb] [saucenao] [google]
4889426

>>4889401
Here's an ncso example (https://www.nedesigns.com/park/3784/steppenwolf/).). I edited in most of the more obvious sightlines and interaction points because I can't be fucked writing them down. Steppenwolf is such a high level ncso build and like, the gold standard by which NCSO is now judged, along with Blue Oak and a few others. You could basically stand anywhere on the path and there'd be something you'd want to take a photo or video of as a guest. There are so many places that as you're just walking around you can see riders flying past. Notice how the entrance bridge to the area by the woody is built in a way that reveals the scale and detail of the layout as guests enter the area? See how the cobra roll is placed perfect for people to be intimidated by the ride and impressed/scared throughout the entirety of greyback mountain just by seeing riders go through that thing.

There's always something on this map to stop and watch, no matter where you are. Steppenwolf, the woody, the log flume, the boat ride, the rock climbing. The park layout is calculated to never let a guests not see other guests having fun. This is what makes a park layout in RCT and irl really good

>> No.4889443

>>4889302
Rides lose value over time, it's been like that since RCT1.

>> No.4889467
File: 1.69 MB, 4160x1809, el-encierro.png [View same] [iqdb] [saucenao] [google]
4889467

>>4889401
>>4889426
Riverland (https://www.nedesigns.com/park/4013/map/3735/riverland/)) takes this principle to an extreme. Its pretty much a direct ripoff of Phantasialand in Germany, with multiple heavily themed areas and thrilling rides. Its incredibly dense, and definitely not what you'd see in an American park from chains like Six Flags or Cedar Fair, but it is an incredible example of masterful park planning and design. The release has 9 save files, showing how the park evolved over time from its humble beginnings in the 70's to its current look now in the overview and final save. Use this, and other timeline parks, as an example of how parks are planned irl. Applying these principals to your current skill level? You could easily get a bronze on NE if you built NCSO, at your current skill level with scenery work (and you're improving there too). I'd suggest posting your current park to NE when its done too, you'll get some great feedback. Just wait until h2h finishes imo.

https://www.nedesigns.com/park/4102/
>giant loop over the go karts
>everything about those go karts
>that path interaction over those motherfucking go karts

https://www.nedesigns.com/park/4021/forest-fire/
>that batwing/flume splash/viewing area being so goddamned perfect
>path built around the bridge and double corkscrew

https://www.nedesigns.com/park/3025/valken/
>that cobra roll hnnnnng
>ride interacts with the landscape throughout
>queue interacts with landscape and ride
>lift hill over path

https://www.nedesigns.com/park/42/
>rapids interaction
>the batwing
>the loop
>the dive
>path places to make for an insane amount of amazing views

https://www.nedesigns.com/park/3513/palisade-gardens/
>schwarzkopf path interaction
>loop perfectly visible for viewers
>woody turnarounds visible from the ground to watch riders
>incredibly fucking comfy
>how the fuck is this only bronze

>> No.4890264

>>4889443
Jesus why so soon? I don't recall them degrading that soon, usually it takes a year or so, not months.

>> No.4890369

>>4889374
I've actually done that, I have a general idea of how the park developed and a timeline for when rides were added. For example the Hyper and the Drop Tower are the latest additions, while the Enterprise already existed but were moved and repainted as the new area was developed during a 3 year period.

Part of why the last part of the Hyper is a little strange is that I wanted the lift and first hills to be seen from the road passing the park while also having path interaction inside the park.

I think I'm going to change the (planned) layout of my park slightly to create more interaction around the Mega-Lite that's now mostly facing the train and backstage. One thing I've realized from looking at all the parks you've posted is that my paths are way to inorganic, they're quite unlike the paths in Junkyard that flow around and hug the attractions.

I have been meaning to post my stuff to NE for a while, it will probably happen one day.

>> No.4890408
File: 298 KB, 1280x720, fibrous spaghetti.png [View same] [iqdb] [saucenao] [google]
4890408

>genericly named spaghetti

>> No.4890669
File: 191 KB, 800x412, B87B376C-A7E8-44DE-B138-8A8AEB419B06.jpg [View same] [iqdb] [saucenao] [google]
4890669

Fun little coaster fact

The first modern suspended coaster wasn’t the Bat built by Arrow.
But it was this Alpenflug coaster built by Messerschmitt Bölkow GmbH. with the help of Werner Stengel.

It was a travelling coaster in Germany, and premiered at the Oktoberfest in 1975 and was scraped not much later due to technical problems.

>> No.4891165

>>4889264
The guest AI is kind of wacky, every update tends to adjust some behavior. Try using the cheat "Guests ignore ride intensities" if it's truly bothering you.

>> No.4891429

>>4890369
yeah everybody falls into the trap of having paths the same width and/or a very rigid, rectangular/square-like flow.

NE also likes to talk about "path island syndrome" which is where your paths look like a bunch of squares/circles with rides inside them

>> No.4891454

>>4890669
BANK

>> No.4891462

>>4890669
>>4891454
I find it odd that they didn't account for the stresses on the structure while allowing the pivot to handle banking. That's sophomore engineering.

>> No.4891620

>>4891429
The problem is a lack of curves of any kind in RCT's paths. It's so easy to build on a grid when your paths are limited to 90 degree bends and any attempt at a curve ends in zigzags.

>> No.4891659

>>4891429
>"path island syndrome"
I feel like it's especially hard to avoid this if you're trying to emulate the american "rides slapped down on a parking lot" style of park.

>> No.4892682
File: 2.91 MB, 480x270, Messerschmitt.webm [View same] [iqdb] [saucenao] [google]
4892682

>>4890669

>> No.4892752
File: 1.38 MB, 6431x3731, SCR101.png [View same] [iqdb] [saucenao] [google]
4892752

While I'm reconsidering how to layout the rest of my other park I decided to start a new one. I failed at planning the whole layout of the park before I started building. The green areas are going to be entrances, the yellow area a kiddie area (I'm thinking gardens and swan themed), the checkered area is a big stage, the red area more of an intense area and the ice area water rides, probably with a mine theme. The park is going to be surrounded by backstage areas. At the point of the ridge I plan an observation tower, unfortunately I don't manage to get the Roto Drop vehicle to spin when in Observation Mode.

I plan at least two more big coasters, probably a Woodie and a Schwarzkopf, but I kinda want to build another Mega-Lite. Points to anyone that can name the coaster I've ripped of yet.

>>4892682
Based

>> No.4892791
File: 66 KB, 800x854, Embarrassed Anime Girl.jpg [View same] [iqdb] [saucenao] [google]
4892791

Anyone here like RCT3?

>> No.4892858

>>4892791
It was fun for a week. Then I got pissed with the landscaping.

>> No.4893751

>>4892791
RCT3 is still fun if that's what you want to play, but I think it's been outdone by Planet Coaster nowadays.

>> No.4893790

>>4890264
The first few months the ride has a "just built" status which gives you a huge bonus on ticket prices. After the "just built" switches to "built this year" the bonus goes away, or at least its significantly lower.

>> No.4893825

>>4893790
I was wrong. It starts at "this year" and goes to "one year ago" after an in-game year.

>> No.4893982
File: 18 KB, 283x283, Yes.jpg [View same] [iqdb] [saucenao] [google]
4893982

>Mfw playing Open RCT2 with Iceberg Islands and use the cut-away view to see the underground tunnels

>> No.4894346

>>4893825
I don't think it's exact, it's more of a gradual decline.

>> No.4894382

>>4892791
RCT3 is generally agreed to be good, not great.

The art style lacks the charm the first two games had, but it had some great features that made it worth playing. The coaster cam was everything I'd hoped for and more when I first got the game.

>> No.4894508

I'm just trying Volcania and holy shit is it pretty fun surprisingly. I have never tried the "Complete 5 coasters objective", but it is pretty fun having to work with some incomplete tracks and predetermined track types, especially for ones you'd normally not use.

>> No.4895026

>>4892752
Hair Raiser?

>> No.4895295

Is there a practical upper limit for park entry prices?

>> No.4895324

>>4895295
as much as they carry on spawn. More is a problem.

>> No.4895484
File: 1.13 MB, 3409x1450, SCR101.png [View same] [iqdb] [saucenao] [google]
4895484

>>4895026
Correct! Does not really resemble it anymore. It took me ages to build a second part of the ride I was happy with.

>> No.4896690

Planet Coaster update came out today(yesterday?). Was it substantial enough that I should wait for an updated crack? How long does it usually take?

>> No.4896740

>>4843669
what about railroad tycoon 2 ?

I love and still play this game

>> No.4896886

>>4847821
How the fuck do you get so huge cities?

>> No.4896896

>>4896886
nvm I found this

>>4852502
>>4852505

>> No.4896991

>>4896886

>supply town with passengers regularly
>build roads for towns to use as they grow because the roads they build make no sense usually
>increase town growth speed in the settings if you want towns to grow even faster
>cities grow at twice the rate of normal towns

Massive towns are inevitable in a game of TTD. The world population of my current game has increased from ~250k in 1920 to ~2.77m in 2066, and that's with the growth speed set to normal.

>> No.4897054

>>4896991
can towns be upgraded to cities if their population rises enough?

>> No.4897059

>>4897054

No, cities status is assigned during world generation or in the editor.

>> No.4897759

>>4896886
Towns and cities will grow if you transport passengers. Even a bus line inside the city will cause it to slowly grow. In the sub-tropical or sub-arctic climates you also have to transport food and water to towns that are in the desert or snowy areas though.

>> No.4898412

I tried downloading RCT2 again however i find that's the burstintotreats website doesn't exist anymore. I'm guessing i'm gonna have to buy the game this time?

>> No.4898417

>>4898412
There's a GOG release. You've gotta learn to pirate, man.

>> No.4898419
File: 1.30 MB, 1024x768, Shot0001.png [View same] [iqdb] [saucenao] [google]
4898419

Anyone else know that the Robot Arm ride in RCT3 Wild is actually sentient?

>> No.4898434

>>4898419
>all your base are belong to me
That's a better way to tell the game was released in 2004 than the graphics.

>> No.4899005

>>4895295
If you're playing a foreign scenario/map, you gotta gauge a median from new guests. Some will carry up to $60, some only $40, and from there make an educated guess to a consistent price.

I seethe at Pay For Park scenarios, especially ones that lack ATMs. You can't charge $20 umbrellas for easy money, because once your guest has less than enough for foods and stalls, they will automatically want to go home, regardless of their mood.

>> No.4900391

What is the ideal way to manage city growth in openttd? I feel like it can become tedious to clean up some of their stupid road choices when the map is to big and it causes train crashes

>> No.4900495

>>4843837
That would be awesome. Sim Golf was my shit.

>> No.4900523

>>4900391
building roads for them is really the only way. block off sections using diagonal track or something if you want to make sure nothing gets put there

>> No.4901139

has anyone managed to get openttd to run with steam overlay?

>> No.4901425

>>4896740
Still the best in series and best train tycoon

>> No.4902878
File: 119 KB, 1536x813, Heartline.png [View same] [iqdb] [saucenao] [google]
4902878

>> No.4903139

>>4902878
If you put this on your résumé when applying to TOGO, do they look at you more or less favorably?

>> No.4903187

yo I'm trying to join my friends server and keep getting disconnected: No Data when I joion his server. Anyone know of this issue? We are all on the latest patch and he has it port forwarded and all.

>> No.4903610
File: 270 KB, 1920x1017, fhXcmnA[1].png [View same] [iqdb] [saucenao] [google]
4903610

https://www.youtube.com/watch?v=RQGa0DPwes0

>a calculator made out of rollercoasters

what the fuck

>> No.4903649
File: 166 KB, 369x414, Damn Look At Those Fuckers Go.png [View same] [iqdb] [saucenao] [google]
4903649

>>4903610

>confirms he has aspergers in the comments

wew lad

>> No.4903653

>>4903649
>It's actually a table of all the possible pairs you can input... so he made train A slowly swing through its own "column", and made it so that train B (the "row" train) gets to that same point at the same time, pushing train A towards the end of the track that corresponds to that column and row. Pretty creative.

I hadn't even realised this.

>> No.4904194

>>4903649
Now I miss Lunatim... :(

>> No.4904304

>>4904194
did he died?

>> No.4904589
File: 254 KB, 1920x1017, 9Qdx9Zs.png [View same] [iqdb] [saucenao] [google]
4904589

>>4903610
Surprising that the youtube algorithm decided to hype that video, marcel has posted his experiments on imgur mostly.
https://imgur.com/user/Maniacmarcel

>> No.4905356
File: 495 KB, 500x375, 1522378117889.gif [View same] [iqdb] [saucenao] [google]
4905356

>>4890669
Pressing 1 to subscribe to more fun coaster facts

>> No.4905582

>>4904304
yeah he's kill :<

>> No.4905709

https://www.youtube.com/watch?v=PPl6cGu7zPM

>> No.4907263

>>4905356
Fun little coaster fact

Roller coasters are known to go very fast.

>> No.4907632

>>4905582
no

>> No.4907742

What times we live in, that some open source games can give more enjoyment that proprietary stuff.

>> No.4908019

reinstalled rct2:ttp
ehat should i do? its been a long time

>> No.4908034

>>4858203
you could but it got taken out. i have rct3 on my acc

>> No.4908398

>>4908019
Install openrct2

>> No.4909182

Does anyone know what influences the excitement ratings of Hedge Mazes?

>> No.4910165

>>4909182
Surrounding scenery seems to be the only factor. Maze area has a very negligible effect.

>> No.4910832
File: 1.08 MB, 1610x938, TTDX.jpg [View same] [iqdb] [saucenao] [google]
4910832

https://www.youtube.com/watch?v=huwt9MKqdaQ

>> No.4910887

>>4910165
Thanks, I was aware that the maze itself didn't contribute, but didn't think the other scenery made a difference.

>> No.4910902

>>4910887
Scenery is essential to all gentle rides - railroad, observation tower, maze, car ride, etc. You can push them up to 4 or 5 excitement which is really the only way to properly please low intensity guests.

>> No.4910920

>>4910902
Doesn't scenery only play a part in more constructed rides like roller coasters and the gentle rides you specified, it doesn't seem like scenery is effects things like the ferris wheel or merry-go-round, unless I just need to put them in a forest of scenery to get those kinds of numbers.

>> No.4910938

>>4910920
Pretty sure it affects everything. Try going apeshit with quarter tile scenery and fences.

>> No.4911197

Lads, why can't I make realistic cities and coasters?

>> No.4911257

Which ones harder in your opinion? Nevermore Park, or Pleasure Island from Looping Landscapes, or Ghost Town in RCT2? Pleasure Island only requires 10 coasters with 6 or higher excitement but is the smallest and narrowest of the bunch. Nevermore is the largest and you have more stuff researched already but requires 7 or higher excitement and requires longer coasters. Ghost Town is a balance between the two only being moderately sized, and requiring 1200 m for them, but you have to research more rollercoasters and the ones you have will likely make your guests puking.

>> No.4911262

>>4911197
Because you haven't spent the time to study these thing IRL?

>> No.4911442
File: 49 KB, 540x720, fc4.jpg [View same] [iqdb] [saucenao] [google]
4911442

>>4903610
>Look at picture thinking is a Mr. Bones tier shitpost coaster
>Its a fucking calculator

>> No.4911465

>>4911257
Pleasure Island is probably hardest because of the limited size of the park.

>> No.4911486

Why are my mechanics trying to go to attractions outside of their patrol range? Is this a bug in OpenRCT2?

>> No.4912124

Anyone else ever had this happen to them before? I was playing Locomotion and playing a scenario on the West coast of America and was selling goods to Dallas. The thing was that Dallas kept fucking rebuilding the buildings that accept goods so I kept having to stall the good trains or even relocate the station to another place. This happened like four times.

>> No.4912408

>>4910920
Try putting a building around an observation tower station. That shit will DOUBLE the score. It's awesome.

>> No.4914020
File: 527 KB, 1920x1017, Rail Canyon.png [View same] [iqdb] [saucenao] [google]
4914020

>> No.4914089

>>4914020
>those three sections of track right next to eachother at the same height and slant
muh dick. good job anon

>> No.4914397
File: 118 KB, 910x476, candolazo 2018-07-19 02-27-45.png [View same] [iqdb] [saucenao] [google]
4914397

This makes me so comfy and happy

>> No.4914570

>>4914397
Smooth those edges a bit by adding some tiles around them that aren't quite reaching the top.

>> No.4914621

because i'm a fucking retard

do i need the original game rct 2 to play open rct2?

>> No.4914625

>>4914621
Yes.

>> No.4914632

>>4914625
thanks.

>> No.4914917
File: 67 KB, 640x353, inK98WXl.jpg [View same] [iqdb] [saucenao] [google]
4914917

Anyone know how to do those angled walls that aren't on the ground like pic related with the castle walled bridge?

>> No.4914925

>>4914917
Not 100% sure this is what you mean but if you open up the tile selector, pick a tile and find the object in question you can make it sloped.

>> No.4915545
File: 435 KB, 1536x864, Workbench 2018-07-19 21-42-51.png [View same] [iqdb] [saucenao] [google]
4915545

Friendship with chain lift ended. Now launcher is my new best friend. And good god, I needed way too long for this...

>> No.4915547
File: 383 KB, 1536x864, Workbench 2018-07-19 21-43-09.png [View same] [iqdb] [saucenao] [google]
4915547

>>4915545

>> No.4915584
File: 146 KB, 488x500, D80D8297-D656-4764-A076-912F9F57BD01.jpg [View same] [iqdb] [saucenao] [google]
4915584

>>4905356
Okay here we go then

Fun little coaster fact

Vekoma’s first coaster was the Corkscrew with Bayern Curve.
And the first one ever produced was a travelling coaster.
The coaster only operated for one fair in august 1979 at the Annakirmes Fair in Duren, Germany. Immediately after Oscar Bruch and Fritz Kinzler sold the ride to Traumland Park in Bottrop, Germany (Traumland Park is now Moviepark Germany).

>> No.4915596
File: 353 KB, 1327x1367, AA6C2885-D58F-4CC4-80E7-01A64C4C4BC0.jpg [View same] [iqdb] [saucenao] [google]
4915596

>>4915584

>> No.4915602
File: 330 KB, 1328x1376, 7B888E5D-1580-42DF-B977-78992A6844B7.jpg [View same] [iqdb] [saucenao] [google]
4915602

>>4915596

>> No.4915605
File: 307 KB, 1328x1368, EDFC4C22-1E80-4BFC-B6DD-CF73B1F01098.jpg [View same] [iqdb] [saucenao] [google]
4915605

>>4915602

>> No.4915607
File: 250 KB, 1312x1360, 4BA2DBD2-8B5F-4A8E-9FE1-71E70D1D5472.jpg [View same] [iqdb] [saucenao] [google]
4915607

>>4915605

>> No.4915609
File: 151 KB, 800x583, A81637B7-EDA6-412C-BAC3-B058D9858D8A.jpg [View same] [iqdb] [saucenao] [google]
4915609

>>4915607
With the Arrow train ofcourse

>> No.4915803

>>4915609
And Arrow Track, right?

>> No.4916739

>>4915803
Vekoma and Arrow have very similar looking track

>> No.4916861

>>4915547
>>4915545
I'm feelin it

>> No.4916906

>>4849693
When playing Theme Park i would build walls in a cross shape because i didn't know what they were for. So most of my parks had "beauty spots" filled with trees, ponds and walls in a cross shape.

I also remember not building outhouses for people because outhouses were gross, so i hired tons of researchers and used to do the facilities research until i got the regular toilets. There was also the rubber ring ride which would normally turn into a giant mess covered with paths. Also every ride was at max speed because the park had to be the "best". I also put the coffee shop somewhere obscure because kids shouldn't drink coffee.

>> No.4917204

How does one get into side-friction coasters? I noticed that similar to dinghi slides or bobsleds, the train takes off if it's too fast. Does anyone have some recommendations on design?
Also, anyone mind posting "exotic" ride types for inspiration?

>> No.4917217

>>4917204
The golden rule is that trains should never go over 26-28 mph when cresting hills. Don't forget to take into account the momentum and additional speed a full train carries, usually +1 mph.

>> No.4917231

>>4843837
SimGolf was so fucking good. I loved playing all the courses with my golf pro too.

>> No.4917545

>>4915803
No, Arrow had an agreement with Vekoma in which Arrow licensed its patents to Vekoma while Vekoma used Arrow trains on its roller coasters.

>> No.4917560

>>4917545
Yeah initially Arrow partnered with Vekoma to manufacture and distribute Arrow parts and rides in Europe but Vekoma eventually came to America and started competing against Arrow using Arrow's own ride designs.

>> No.4917581

The Legacy of Arrow Development
https://www.youtube.com/watch?v=rGKgVxx5Wu8

>> No.4917610

i want to play rct2 but i dont want to get addicted again

help

>> No.4917640

>>4917610
A scenario a day keeps the addiction away.

And don't cheat.

>> No.4918595

>>4850563
yo nigga if you are still there would love to see your trackset and stuff
infact, would love to see your save file, idk all these complex train stuff.

>> No.4918620

>>4903653
So its not a REAL calculator? Shame, I was hoping we would see a follow up video on the turing completeness of Roller Coaster Tycoon

>> No.4918854

>>4917204
Focus less on airtime, and more on large, sweeping hills with curves at the top. Try a large drop, with a large incline back up, and turn around. Rinse and repeat, with each hill slightly shorter.

>> No.4919364
File: 1.00 MB, 1140x1320, RCT reviewed by PC Guide Spring 1999.jpg [View same] [iqdb] [saucenao] [google]
4919364

Been looking for this for ages but finally found the issue.

This is a review of RCT from the Spring 1999 edition of the now-defunct UK computer magazine PC Guide.

>Cries Sawyer
>it's not simple enough

>> No.4919380

>>4919364
Imagine having taste as bad as the writers for gaming magazines in the late 90s.
I'd probably kill myself.

>> No.4919383

>>4919380
I guess gaming press has just rarely ever been good and nobody should expect it to be.

The sooner people realize the establishments lie to them, the better.

>> No.4919391

>>4919383
There have been standouts. I used to read Computer Games Magazine which was fantastic - proper reviews and a fascinating guest article in every issue - until it got killed by the DUMBEST nonsense - it's parent company spammed the fuck out of MySpace users and got sued into oblivion. I will never not be mad.

>> No.4919419
File: 129 KB, 640x480, themeprk5[1].gif [View same] [iqdb] [saucenao] [google]
4919419

>>4919380
>>4919383
PC Guide wasn't even a specialist gaming magazine.

The review is completely nonsensical and honestly reads like the reviewer had no clue what they were doing.

>RCT took a game 11 years older and did nothing to improve it
>the graphics are worse than this
>Alton Towers is worse than Disney World

>> No.4919420

>>4919391
Swedish PC Gamer was kind of decent at times, but occasionally hipsterish.
I smelled a rat immediately as they gave Duke Nukem Forever a good score, could never trust them again.

>> No.4919578

>>4919419
>RCT took a game 11 years older and did nothing to improve it
He even got that wrong. Theme Park was released in 1994.

>> No.4920060
File: 322 KB, 412x412, sadman.png [View same] [iqdb] [saucenao] [google]
4920060

>>4919364
>cries sawyer

>> No.4920190

>>4919364
What the fuck is this reviewer on about? Is this satire?

>> No.4920193

>>4919419
wait hold on.
Hold the fuck on.
Theme Park is a 1994 game, not a 1988 game.
The reviewer couldn't even get solid facts correct.

>> No.4920814
File: 118 KB, 800x600, yHT8HRvt_o[1].jpg [View same] [iqdb] [saucenao] [google]
4920814

>>4920190
I honestly couldn't make head nor tail of it.

Although saying that, there is a preview for Theme Park World in the same issue which sucks its dick for the 3D engine despite it having aged really badly unlike RCT.

>> No.4921232
File: 31 KB, 300x291, hospitallogo.gif [View same] [iqdb] [saucenao] [google]
4921232

Its here.....

https://github.com/CorsixTH/CorsixTH/releases/tag/v0.62

>> No.4921776

>>4921232
But why? The original version works just fine.

>> No.4922289

What is a good way to yield money in Theme Park? I know people become caffeine junkies if I max out the coffee shops sugar, but I am always at a bottleneck for money. Any ideas or builds to demonstrate what could yield high capital?

>> No.4922368

>>4922289

Put food shops at the highest quality and charge them the max before people start to complain about pricing.

Side shows should be just a weeeee bit below half when it comes to winning and also do the same for that. Feel free to build multiple side shows.

Also just make sure you have proper patrol routs for staff so you aren't hiring to many and priorities ride upgrade for research as that makes rides break down less, hold more people and make them more fun. It's better to have few upgraded rides than a bunch of non upgraded ones.

>> No.4922379

>>4922368
I am playing the SNES version though, I do not know if you can upgrade rides.

>> No.4922390

>>4922379

Oh, I thought you ment Sim theme park.

>> No.4922915

>>4919364
Haha, wow. Imagine being the author and reading this review 20 years later.

>> No.4923020 [DELETED] 

i want to play persona 5 in 60fps

what do i need?

>> No.4923053

>>4843837
i still play this game at least once a year.

I wish it was open and there was a modding scene

>> No.4923970

>>4921232
For those who've missed it, a bunch of the original Theme Hospital devs got together and are making a modern day remake of Theme Hospital.

https://www.youtube.com/watch?v=68rka63HEM0

>> No.4924443

>>4922390
>implying anyone can get that or SimCoaster to run these days unless you have a hobby Win95/XP build

>> No.4924897

does openrct2 allow custom music for rides?

>> No.4925005

>>4924897
https://github.com/OpenRCT2/OpenRCT2/wiki/Custom-Music

>> No.4925006
File: 380 KB, 1536x864, 1.png [View same] [iqdb] [saucenao] [google]
4925006

It's been a long time.

>> No.4925374

Is there no way to let you add more themes and tracks when creating scenarios in open RCT2?

>> No.4926061

>>4849693
I couldn't figure out for shit how to get skyscrapers in SC4. I never budgeted properly, ever.

>> No.4926295

Anyone here really pissed off on how simply changing the exit and entrance placements it requires you to test the ride again? It's so stupid and tedious.

>> No.4926538

Looking forward to the day I've been dead for a decade but open RCT2 let's you add as many attractions and decorations you want to your custom scenario.

>> No.4926728

>>4924443
I tried to do that with Sim Coaster by following a guide that said you needed to use an online serial code (because I lost my code), disconnecting the Internet and using safe mode on my Windows 7. It still didn't work. It's a damn shame because I remember having decent fun with that game and it had it's unique charm with having multiple missions to accomplish rather than just one objective kind of like the ones in RCT3 along with the optional challengesand Thrillville.

>> No.4926763

Has anyone here ever rode an inverted roller coaster? You know ones where you're under the track. How does it feel like in contrast to one where you're above the track?

>> No.4926907

I have seen some people gush over isometric view, and honestly I have no love or nostalgia over it. Sure back then it worked, but it doesn't allow much of a way to really view indoor areas, ergo for ghost train rides you don't really have to worry about decorating indoor portions, or allow you see into bottlenecked areas. Nor does it really allow you to see your creations at any angle. Thank god for OpenRCT introducing that "view only a certain area" view options.

>> No.4926951
File: 79 KB, 640x480, simcoaster_6.jpg [View same] [iqdb] [saucenao] [google]
4926951

>>4926728
Vote up, familia. Even though it will be decades before anyone decides to "reverse engineer" it and make it playable.

https://www.gog.com/wishlist/games/sim_coaster

But yeah, the micro-management in it was casual, but very fun to mess with, especially with the Board of Directors challenges and getting dosh and golden tickets. That's a big complaint I heard about Planet Coaster is that those features are just negligible, and I don't think it had the fun asshattery of problematic guest stinkbombing your toilets or being a vocal sperg to your guests about how awful you park is.

And to be frank, I think it's the second-best coaster game that uses pylon-construction right, and you could make some really fucked and fun coasters on it.

https://www.youtube.com/watch?v=ox4a3mCLxM0
https://www.youtube.com/watch?v=WI3ilkBWC2M
(sorry, too lazy to find the UK voice actor)

>> No.4927265

>>4926951
I wonder if there's porn of that Sim Coaster advisor.

>> No.4927272

>Many of the ethical foods are oriental in RCT2 like basedbean milk, and beef noodles.
Was Chris Sawyer a weeb?

>> No.4927501

>>4917581
>detailed explanation of the development of the corkscrew
>absolutely nothing about the clothoid loops that followed
What the shit?

>> No.4927916

>>4926951
I wish I could get sim theme park to work on my pc

>> No.4928039

Does paying off your loan increase park value?

>> No.4928064

>>4927272
>ethical foods
Is this a fancy way of saying "vegan"?

>>4928039
I've actually never seen a downside to maxing out a loan, the interest rate is pennies at worst. Thinking on it, it might've just been an easy button.

>> No.4928150

>>4928064
I think anon meant to say ethnic

>> No.4928290

>>4928064
I unironically wish there were more vegetarian food stalls in RCT

>> No.4928629

>>4928150
>>4928064
Yeah I meant to say ethnic as in "foreign", my bad.

>> No.4928730
File: 2 KB, 321x161, ef0b9abdf49d21ea04ea99d616313640.png [View same] [iqdb] [saucenao] [google]
4928730

So I reinstalled OpenRCT2, and after completing forest frontiers, I have two of each park?

>> No.4928810

>>4928730
I have that same problem as well but for Corkscrew Follies scenarios only. Don't know how to deal with that. You can always disable progressive scenario unlocking if those duplicates fuck you over.

>> No.4928831

>>4928810
I just deleted the duplicates. Now I wonder if the boat rides are still fucked and guests won't ever go back to the station

>> No.4928839
File: 1.09 MB, 1920x1080, Ultra Mega fun park of excitement.png [View same] [iqdb] [saucenao] [google]
4928839

I did it

>> No.4928871
File: 125 KB, 1202x900, 1519839972231.jpg [View same] [iqdb] [saucenao] [google]
4928871

>>4928839
>all the entrances are plain
>wooden rollercoaster doesn't go above 12 feet
>someone vomited cotton candy in the middle of the park and people are boating in it
>all the ride lines are blue

>> No.4928874

>>4928871
It's my first run of RCT since like, 2003. You got problems you're gonna catch these hurt feelings

>> No.4928880

>>4928871
Nothing wrong with using the same pathing throughout your park and having a manlett wooden roller coaster.

>> No.4928919

You know what we need. We need a stand up inverted rollercoaster. Yeah man think about the intensities and nausea on that thing.

>> No.4928929
File: 198 KB, 1440x900, Arid Heights 2018-07-24 22-00-10.png [View same] [iqdb] [saucenao] [google]
4928929

Just going to dump some scenarios I recently finished this week. As you can see here I got lazy and just spammed motion simulators. I was also originally trying to go for an East vs West dichotomy theme.

>> No.4928934
File: 470 KB, 1440x900, Rainbow Valley 2018-07-24 22-04-20.png [View same] [iqdb] [saucenao] [google]
4928934

First time doing Rainbow Valley and boy was it an unique experience. Wish more scenarios tried something like it.

>> No.4928942
File: 224 KB, 1440x900, Iceberg Islands 2018-07-24 22-20-52.png [View same] [iqdb] [saucenao] [google]
4928942

For this one I just didn't bother with the underground tunnels. Thank god for that view option that OpenRCT added. I also noticed a lot of the "achieve a certain amount of guests" really just boils down to plopping down rides and spamming advertising. Kind of felt samey and made me miss the multiple objectives from RCT3.

>> No.4928954
File: 250 KB, 1440x900, Volcania 2018-07-24 22-02-39.png [View same] [iqdb] [saucenao] [google]
4928954

Loan interest was usually never a problem, never got why Chris didn't think to adjust interest for each scenario as that's one thing the ones in RCT2 had over 1 and only ones that had loans be a problem with ones with already huge debt.

That aside though, "Finish 5 rollercoasters" is a really fun objective, a lot funner than any of the objectives in the game. Part of why I like it so much is that I like to challenge myself by keeping coasters space efficient like compact or intertwine with other rides and it got me to actually try new rollercoaster types I'd usually wouldn't use like the inverted rollercoasters. Wish more scenarios used this objective.

>> No.4928964
File: 185 KB, 1440x900, Tiny Towers 2018-07-24 21-59-20.png [View same] [iqdb] [saucenao] [google]
4928964

And speaking of compact I absolutely loved Tiny Towers heh Tiny Towers. Actually got me really get worrying about finances and space, especially for the start when placing flat rides to build income could really hurt my progress by taking up crucial space. Best scenario I tried so far.

>> No.4928998
File: 328 KB, 2056x1152, Sunny Swamps 2018-07-24 22-46-11.png [View same] [iqdb] [saucenao] [google]
4928998

And now for a scenario I actually wanted to decorate instead of just achieve the objective and just build rides. I really went far with Sunny Swamps to a point where I actually decided to cheat for the Asian theming and after objective theming cheated some rides you would normally not get. To achieve the objective I only got to as far as the dueling spinning wild mouse coasters and the water rollercoaster, anything else was post completion.

>> No.4929006
File: 405 KB, 1440x900, Sunny Swamps 2018-07-24 22-41-57.png [View same] [iqdb] [saucenao] [google]
4929006

I actually liked these two to a point where I actually used them in Bumbly Beach and Arid Heights.

>> No.4929009
File: 496 KB, 1440x900, Sunny Swamps 2018-07-24 22-42-34.png [View same] [iqdb] [saucenao] [google]
4929009

First roller coaster I built. This was before I decided to name my significant rides after Kamis, Yokais and other Shinto characters and I still don't really know what to name it. I also think the entrance aged badly and could use cleaning up like moving the circus and twister somewhere else and adding some buildings. I obviously don't need money from the shuttles anymore but part of me still wants to keep them there. The monorail was also my first attempt to building a park round transport.

>> No.4929018
File: 363 KB, 1440x900, Sunny Swamps 2018-07-24 22-43-14.png [View same] [iqdb] [saucenao] [google]
4929018

First coaster post completion. Before I finished the lift hill I thought of making a waterfall nearby. This eventually led to making this plateau and coincidentally after doing some more research on Izanagi found out he built a house with Izanami so I decided to reserve that plateau for their mansion. I was originally going to have the coaster interact with the plateau and waterfall but I think it was best it kept it minimal like in here. The supports do not look well when intertwining with rides and scenary and my Steeplechase ride at the side of the plateau really got the short end of the stick.

>> No.4929028
File: 391 KB, 1440x900, Sunny Swamps 2018-07-24 22-43-49.png [View same] [iqdb] [saucenao] [google]
4929028

Susanoo was the first coaster to reach the farthest quadrant of the park. Originally I thought of just having Susanoo be the one go under the bridge but then I thought why not have Rajin and Fujin go there as well. I might build a giga coaster named Orochi that also goes under that bridge.

>> No.4929041
File: 393 KB, 1440x900, Sunny Swamps 2018-07-24 22-44-31.png [View same] [iqdb] [saucenao] [google]
4929041

Probably would like Izanami to intertwine with Izanagi a bit more but space was limited at that corner. Didn't really know what to name the two coasters at the plateau so I just picked two random kamis. I also noticed that that the corner and inverted corner bamboo roofs can be a pain at times with their collision boxes to a point I had to turn off clearance checks. I like to imagine the mansion to be this hotel that guests can check in, but I'd doubt the guests would be too fond about the noise pollution when staying there.

>> No.4929063
File: 460 KB, 1440x900, Sunny Swamps 2018-07-24 22-45-21.png [View same] [iqdb] [saucenao] [google]
4929063

And finally the last part I worked on, Jolly Town. I'm not sure if the colourful buildings clash with the other shogi and bamboo buildings, but I still like it. I plan to build a go kart track here. I'll give props to the person who can find the little gag I put in this section.

That aside there's also a corner near Izanami that could fit a small rollercoaster and I could still squeeze in a giga coaster that tours around the park, but I feel like I just want to take the remaining unclaimed land to bring in more space. Along with that I want to make the plateau this island by surrounding it with water. So what do you guys think about my park?

>> No.4929236

>>4925006
it begins, my friend.

>> No.4929238

>>4928810
>>4928730
I think it does this if you link your RCT1 install, and if you have Crappage's remakes at the same time, since it counts both files separately.

>> No.4929242

>>4928919
If TOGO were still around, I'm sure they'd hire you.

>> No.4929325

>>4928871
Actually, the height of the Woodie is perfect considering it's length and footprint.

>> No.4929391

>>4929063
I liked it when you tried to build a more themed and good looking park. Keep posting as you finish more scenarios.

>> No.4930017

>>4928839
The spiral slide not having the path tile in front of the entrance being a queue path does trigger me a little.

>> No.4930784

>>4930017
Not him, but if you have it set to unlimited, even 1 tile is too long of a wait for guests.

>> No.4930852
File: 523 KB, 1536x864, s1-ForestFrontiers1.png [View same] [iqdb] [saucenao] [google]
4930852

Is forest frontiers the comfiest scenario?

I never get tired of playing it. Also, I think I fucked up my color schemes. I don't think purple ended up jiving with the rest of the park

>> No.4930854
File: 507 KB, 1536x864, s1-ForestFrontiers2.png [View same] [iqdb] [saucenao] [google]
4930854

>> No.4930863

>>4930852
>>4930854
I can never make a park like this. My autism ends up having every ride sectioned off so no two rides get particularly close to each other(except small rides like pirate ships and whatnot)

>> No.4930906

>>4930863
I used to play more that way and there's nothing wrong with it. One trick I use is to make the track go to a place you haven't built yet, but you know you'll be building in later. It's easier to build a bunch of smaller rides around a track than it is to build a track around a bunch of smaller rides.

>> No.4931118

>>4848541
This is church.

Post when you finish and make it comfy

>> No.4931692
File: 39 KB, 300x432, Chris_Sawyers_Locomotion_Coverart.jpg [View same] [iqdb] [saucenao] [google]
4931692

>when trains get tired of waiting at signals they just flip the fuck around and drive off
BRAVO CHRIS

>> No.4931763

>>4930863
embrace the spaghetti my friend.

>> No.4932151
File: 193 KB, 800x1205, loop.jpg [View same] [iqdb] [saucenao] [google]
4932151

>>4927501
Schwarzkopf was the first to use a clothoid loop, not Arrow

>> No.4932285

>>4930852
>>4930854
Stats on that Suspended? Curious about your Nausea.

>> No.4932361

>>4932151
They spent time talking about the past failures of upright loops and B&M's track design superiority; they ought to have spent time talking about Revolution and Arrow picking up the clothoid loop. Also, Revolution and Corkscrew (loop screw) opened at practically the same time, presumably having parallel development, though I can't find details on that.

>> No.4932479
File: 3.76 MB, 4128x3096, Bressingham Collection.jpg [View same] [iqdb] [saucenao] [google]
4932479

Any interest in me ripping & uploading some never heard before songs from the same organ in RCT?

>> No.4932483

>>4932479
why the fuck did that upload rotated, it's not even rotated on my computer

>> No.4932526

>>4932483
Because exif rotation is dumb.

>> No.4932530

>>4931692
Hopefully OpenLoco will fix it.

>> No.4932643
File: 501 KB, 1536x864, ff.png [View same] [iqdb] [saucenao] [google]
4932643

>>4932285
9.7
Unfortunately I think its my least favorite ride in the park because the middle looks far too messy. I had it going underground in some spots originally but couldn't make the ratings work.

>> No.4932663

>Keep blocking myself out of certain parts of the parks with rides
I really need to start planning this shit out beforehand

>> No.4932670

>>4932530
They havn't actually started adding anything to openloco yet tho. The github makes it look ded.
I just want asymmetrical cargo like openttd.

>> No.4932879

>>4930852
If you mean ez as shit if you mean. If I wanted to just build a sandbox I'd just make my own map. For actual scenarios the fun is with the likes of Volcania, Dragon's Cove or Tiny Towers.

>> No.4933008
File: 928 KB, 1920x1080, Paradise Park 2018-07-26 13-49-06.png [View same] [iqdb] [saucenao] [google]
4933008

Ive started actually trying to decorate the parks, and trying new things etc. any tips you guys have hmu. I basically just started sandboxing this park cause i really liike its layout

>> No.4933059

>>4933008
Looks good so far, don't know what else to say other than good luck with finishing that coaster. Although I kind of think that circuit pathing doesn't fit well.

>> No.4933076

>>4933059
thanks my dude, oh the quarter loop i just made look like that for fun, its a shuttle. probably gonna delete that part it doesnt look as nice as i though.

>> No.4933101

In Locomotion should I just sell primary resources to secondary industries and then I can possibly take their goods or foods from secondaries to cities once they develop with actual buildings that will accept them or should I develop towns first?

>> No.4933102

>>4933008
That really needs to be a launched start that stops and goes back right before it's too late

>> No.4933107
File: 864 KB, 1920x1080, Paradise Park 2018-07-26 14-35-06.png [View same] [iqdb] [saucenao] [google]
4933107

>>4933102
w-why

>> No.4933113

>>4933107
because as a rider, it looks like you just might die.

>> No.4933374

>>4933008
that space rings line is WAY too long.

2 tiles son.

>> No.4933398

How much pre planning do you guys do before diving in?

>> No.4933405

>>4933398
I don't even know what you mean by pre-planning.

>> No.4933407

>>4933405
how much thought do you put into a say, a scenario before starting it? I'm >>4932663 and I feel like I keep making stupid little mistakes that create problems as the scenario goes on.
I also have a problem where I keep settling on cheap prefabs instead of building my own ride. I need to stop that. Except for Woodchip. Woodchip belongs in every park

>> No.4933426
File: 1008 KB, 1536x864, dd.png [View same] [iqdb] [saucenao] [google]
4933426

>>4933407
Honestly, zero in terms of ride placement. I just started dynamite dunes and this is after 1 year. I have no idea what I'll be building in the future and I typically just build whatever has been researched most recently.

I do think about pathing placement (red lines), and where I want paths, and that kind of determines where rides can't go.

Also, stop building prebuilts, get out of the habit now and you'll never look back.

>> No.4933435
File: 267 KB, 1920x1080, Dynamite Dunes 2018-07-26 20-11-04.png [View same] [iqdb] [saucenao] [google]
4933435

>>4933426
Here's my most recent park, also Dynamite Dunes. I had to move about 6 of those rides to make paths as the time went on.

Gonna miss Woodchip

>> No.4933446

>>4933435
Just at a glance, your lines are a little too long. Typically you want the wait time in the queue to be 5-6 minutes so your guests don't get sad.

Paths can always go underground or above something, and its much easier to build a path than a piece of track in competing locations. One of the bigger problems with prebuilts is that they typically have to go on flat, empty land, so you end up making less use of space. For instance - at that woody (which im assuming is woodchip but i dont know for sure), if you wanted to build a thrill or gentle ride, you couldn't put it anywhere because the track is so congested. It also becomes harder to add scenary afterward to a track like that.

I like the bottom go-kart track, and the bridge in the middle looks good pathing-wise.

>> No.4933620

>>4933446
Is there a general guideline to length of ride to tiles placed?

>> No.4933659

>>4933620
I'm sure there is, but I haven't used it if it exists. You just don't want your guests complaining that they've "been waiting in line for go kart kiddy track for ages!" otherwise guest satisfaction with said ride will suffer.

For tracked rides, it depends how long your actual ride is and how many guests/second it can handle. Usually 10+ queue length. For everything else, less than 10, with some exceptions like space rings (1-2), 3d cinema (4), and something like unlimited rides on spiral slide (1).

This is all my testing, but i've been playing the game for almost 20 years so its all stored upstairs.

Just try to keep queue times under 7 and you're fine. You can check the queue time in the rides panel or on the guests tab of a particular ride (note that the time listed is calculated by how much time the most recent guest waited who got on the ride - its not a time the game calculates)

I'm pretty sure thats how it works, anyway.

>> No.4934080

>>4933620
Flat rides should have small queues of 3-5 tiles. Pay attention to ride length, you don't want more than three cycles worth of guests in line.

High capacity rides are a bit more flexible. Roller coasters in particular can handle 10+ tiles, and a new coaster in a crowded park can handle hundreds of guests in line when it's got the novelty factor. You'll get a sense for it with practice.

>> No.4934127

>>4933398
For scenarios, hardly any.

>> No.4936539
File: 404 KB, 1536x864, s2-DynamiteDunes1.png [View same] [iqdb] [saucenao] [google]
4936539

Finished Dynamite Dunes. I hate deserts. Palms and cacti are pretty boring and I wish there was more variety for these kind of tilesets. Log flume pulling in $22k/hr always feels good. Favorite part was making 4 tracks through the dynamite blaster area.

>> No.4936548
File: 359 KB, 1536x864, s2-DynamiteDunes2.png [View same] [iqdb] [saucenao] [google]
4936548

>> No.4936690

>>4870821
Gold Coast resident here. That's a treasure.

>> No.4936750

I see a lot of new players here trying their hand at scenarios. Keep it up you guys, I'm proud every time I see progress.

>> No.4937241

>>4936548
>that woodie
What an abomination. Why is it so high?

>> No.4937278

what are some city builders that
have no combat
have a progression system for tech
have population management
have econ management
you stick with your city till the end

>> No.4937491
File: 419 KB, 1440x900, Sunny Swamps 2018-07-28 08-54-20.png [View same] [iqdb] [saucenao] [google]
4937491

Just posting some more progress on my Sunny Swamps park. After these I might want to go into sandbox mode to expand park space. I really liked the pagoda gate I made in this track and might use it more.

>> No.4937495
File: 444 KB, 1440x900, Sunny Swamps 2018-07-28 08-53-59.png [View same] [iqdb] [saucenao] [google]
4937495

I will promise you guys I'll think of a name for this one. Also ignore that kind of empty themed impulse rollercoaster. It'll look more like a volcanic area once I finish another rollercoaster near that area and expand the park space.

>> No.4938374

In Locomotion how do I make my vehicles not pick up certain cargo? Like for example when I sell logs to a paper mill the train also picks up the paper there after unloading the logs there.

>> No.4938407
File: 455 KB, 1440x900, Sunny Swamps 2018-07-28 15-35-42.png [View same] [iqdb] [saucenao] [google]
4938407

What the fuck? I remember wild mice rollercoasters usually were easier to achieve higher excitement and intensity. Not like I care that much anyways as I could use another gentler ride.

>> No.4938410

>>4938407
Those gs are pretty gentle, anon. You need to clear a breakpoint for the E/I to jump to 7.

>> No.4938417
File: 321 KB, 1440x900, Big Pier 2 2018-07-28 15-43-25.png [View same] [iqdb] [saucenao] [google]
4938417

>>4938410
I-I don't get it. This was another I built in another scenario...

>> No.4938424

>>4938417
Look at the lateral gs. It isn't harsh enough.

>> No.4938443
File: 443 KB, 1440x900, Sunny Swamps 2018-07-28 15-55-42.png [View same] [iqdb] [saucenao] [google]
4938443

>>4938424
Alright now it's more exciting, not as exciting as my spinning wild mice or steel wild mouse, but nothing a little scenery can do. Thanks kind anon.

>> No.4938579

https://github.com/rage8885/OpenSC2K

>Repository unavailable due to DMCA takedown.

>> No.4938601

>>4938579
>EA: oh no all the money we were totally making off of sc2k in 2018

>> No.4938660

Any enjoyable tycoon games on PS1?

>> No.4938695
File: 107 KB, 1096x672, Flower Bay 2018-07-28 18-54-00.png [View same] [iqdb] [saucenao] [google]
4938695

Who here likes making tiny parks?
I honestly don't have the patience for making big parks.

>> No.4938949

>>4938695
that's a comfy lil park my dude

>> No.4938950

>>4938949
Thanks, jorge.

>> No.4938958

What is the purpose of articulated woodie seats

>> No.4938962

>>4938958
you mean the alternate trains? They're a different manufacturer IRL, and in-game they get different stats.

>> No.4938965

>>4938962
more room for fat americans

>> No.4939273

>>4938965
Obsessed

>> No.4939417
File: 202 KB, 1600x740, addd0023833d97e06524c6ab3c8504bc590ab67602d8bb399a1519b03fe8fa63[1].jpg [View same] [iqdb] [saucenao] [google]
4939417

Just reinstalled. What objectives should I put for myself?

>> No.4939537

>>4938695
I like the challenge of cramming rides in small spaces but don't expect me to make it look pretty, but instead expect me to cram in three rollercoasters within that space in your picture.

>> No.4939651

>>4938579
For fucks sake.

>> No.4939652

>>4939417
ayy

>> No.4940487

>>4939417
>What objectives should I put for myself?
Uninstalling

>> No.4940567
File: 464 KB, 1920x1080, Leafy Lake 2018-07-29 13-35-46.png [View same] [iqdb] [saucenao] [google]
4940567

I forgot how much lidl me hated this park

>> No.4940583
File: 1.72 MB, 1920x899, Leafy Lake.png [View same] [iqdb] [saucenao] [google]
4940583

>>4940567
>hating on Leafy Lake
It is top comfy.

>> No.4940592

>>4940583
I don't think I hate it anymore. But I struggle with limiting things being on the water. I'd end up just treating the water like it's more expensive flat ground

>> No.4940634

>>4940583
this

>> No.4940641

>>4940583
>Le buzzword comfy

>> No.4940653

>>4940641
Buzzword is a buzzword you cumlord

>> No.4940679

new thread: >>4940652