Ask the Experts / Skycoaster Tutorial

  • Otsdarva%s's Photo

    You'll need:

    -any track type that has steep lift track pieces (I used the steel twister roller coaster in the example)

    -mini suspended flying coaster

     

    You don't need to color the track pieces as shown in the pictures. I painted the pieces to help give instructions.

     

    Step 1:

    Attached File  sky1.PNG (1.23MB)
    downloads: 37

    Build the dummy track using one ride. Use zero-clearance for some track placement. All the disjointed track pieces are going the same direction. The white track pieces are lift pieces. In the example, the dummy track starts one height unit above ground and this is because this ride commonly starts on an elevated platform. You can build it on ground level if you want.

     

    Step 2:

    Attached File  sky2.PNG (1.24MB)
    downloads: 37

    Build the purple track (make sure those are lift pieces) at the height shown in the picture. It's not necessary to build at that height but the following steps have instructions based on those height placements shown in the example pictures. The purple track is an extension of the blue track and not a new ride. The direction of the purple track is the same as the blue track. Paint the ground texture underneath the two pieces built in this step to designate the location for map object manipulation in the next step. Make sure to use a texture type that is not used elsewhere in the map.

     

    Step 3:

    Attached File  sky3.PNG (12.93KB)
    downloads: 32

    Use these settings to lower the two pieces built earlier. I used the purple grid in the previous step. If you use something else, then adjust accordingly in the land type selection. Make sure you input the proper height range value to avoid unintended lowering of the blue track. Before hitting apply, make sure you closed the construction window in-game to avoid ghost objects.

     

    Step 4:

    Attached File  sky4.PNG (1.24MB)
    downloads: 18

    Same instructions as step 2 except those are not lift pieces.

     

    Step 5:

    Attached File  sky5.PNG (12.93KB)
    downloads: 26

    Same instructions as step 3.

     

    Step 6:

    Attached File  sky6.PNG (1.24MB)
    downloads: 16

    Build

     

    Step 7:

    Attached File  sky7.PNG (12.91KB)
    downloads: 22

    Lower

     

    Step 8:

    Attached File  sky8.PNG (1.24MB)
    downloads: 26

    Build and lower using the same settings as step 7.

     

    Step 9:

    Attached File  sky9.PNG (1.25MB)
    downloads: 26

    Build at least one station piece of the mini suspended flying coaster somewhere near the dummy track. This is where guests will enter and exit the ride and the location for this is up to your decision. I placed it in a non-optimal location for the purpose of easy viewing. I suggest at least 4 tiles away parallel to the dummy track's station for fast load/unload timing and realistic safety distance from the swinging area. Temporary edit the dummy track so that it merges with the mini suspended. Make sure the number of cars is set to 1.

     

    Step 10:

    Attached File  sky10.PNG (16.02KB)
    downloads: 46

    Locate the mini suspended flying coaster in the edit ride menu and change the operating mode to boat hire.

     

    Step 11:

    Attached File  sky11.PNG (1.25MB)
    downloads: 31

    Test the mini suspended flying coast and close the ride once the car departs the station. Once it stops at the dummy track, rebuild the part of the dummy track that was edited in step 9.

     

    Step 12:

    Attached File  sky12.PNG (16.27KB)
    downloads: 34

    Locate the mini suspended flying coaster again and change the operating mode to reverse-incline shuttle. Afterwards, change the lift speed a bit so that the ratings reset and test the ride once more. Enable wait for full load because having the ride run without the rider won't make sense.

     

    Step 13:

    Attached File  sky13.PNG (16.02KB)
    downloads: 37

    Use the crooked house method to make the dummy track (the twister in this example; not the mini suspended flying) invisible. You can use a trainer or OpenRCT's console command to do that. Use the 8 cars method or Open's insert corrupt element function to make the mini suspended flying coaster and the huts invisible.

     

    Attached File  sky14.PNG (1.25MB)
    downloads: 41

    As you can see, the ratings are not great but guests love the ride regardless for some reason. It has a low rider capacity so I suggest a short queue line to avoid angering guests due to a long wait time.

  • Otsdarva%s's Photo

    [part 2 will explain how to build the same thing in openrct]

  • X7123M3-256%s's Photo

    I've been trying to replicate this, and it's mostly successful, except that up until step 9 the ride stops on it's forward pass through the station. Once I move the entrance and exit away from the ride, it stops on the reverse pass (so one less swing). Is there any way around this?

     

    EDIT: I found a solution. Instead of merging the mini suspended coaster onto the main track, I instead delete the entrance and exit of the main track (leaving the ride running), and then edit the ride index of the mini suspended coaster entrance and exit to point at the main ride instead. The mini suspended coaster is then redundant, but I can't figure out how to delete it without also deleting the entrance and exit, so I'll just make it invisible instead. I also haven't figured out how to properly hook up the queue line (changing just the entrance leaves the queue attached to the mini suspended coaster, and building a new queue doesn't seem to recognize the ride at all), but being a skycoaster it doesn't desperately need one - as long as I can get enough traffic to the area there should always be one peep waiting, and that's all that's needed.

  • Otsdarva%s's Photo

    That's a really convoluted way just to get that extra swing lol but once again I admire how adamant you are to go such great lengths to accomplish what you want. It's possible to get that last backwards swing after the forward pass. You'll have to merge the dummy track onto another dummy track but have this new track be banked so that it can occupy the same space as the first dummy track without merging onto it. With this new track, you can have the car go through the station piece without the game registering that the car has arrive through the station and then merge back onto the first dummy track when it falls backwards after the final forward pass so that the car can actually reach the station. it's extremely tedious and not worth the effort for something most people will overlook anyway.

  • X7123M3-256%s's Photo
    That's a clever way to get an extra pass - but I already crammed so much merged track in that I don't think I can keep track of another merge without breaking something. Track pieces in the tile inspector aren't labelled so working out what order things should go in when you already have four or five layers of track is tricky.

    I will probably keep things as they are now - I have several other hacked rides to get functioning, and it works the way I did it even though it's a rather convoluted method. Thanks for writing this tutorial.

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