Screenshot / Extra long wing coaster trains + inline twists = pretty spiral

21 Comments

  • Comment System%s's Photo
    comment below
  • Liampie%s's Photo
    You seem pretty skilled with making new trains... What's the limit for train lenght as far as you know? I miss being able to have trains with 128 cars in RCT2.
  • X7123M3-256%s's Photo

    I was playing around with this - I set the max cars to 15, but I could only build trains with 11 cars - so I suspect that's the max you can get without hacks.

     

    There may be a way around this however - the number of trains displayed in game excludes zero cars - but the game has no logic saying that zero cars can't carry passengers. You might be able to net a few extra cars by saying there are more zero cars than there are - the only downside is that the displayed train length is then wrong.

     

    I suspect that the max you could get through trainers is probably higher, but there almost certainly is still a max. I have no experience with trainers though so I couldn't tell you what this is.

  • RCT2day%s's Photo

    Sick layout.

  • X7123M3-256%s's Photo

    I had built a longer one, but decided that I wanted longer trains, and couldn't be bothered to build another long one. I don't usually bother with building a nice layout for testing until the models are finalized - at this stage, anything I build is lost when I regenerate the ride.

     

    EDIT: here's a screenshot of my original layout - still not that great.

  • Liampie%s's Photo
    Have you tried the 8cars function '8 cars per train'? That raises the maximum amount of cars per train. Maybe you'll get 15 cars that way.
  • alex%s's Photo

    are you planning String Theory 2.0 Liam?

  • inthemanual%s's Photo

    I think you may have only been able to get 11 because of the station length. You might be able to get more on ride types that don't need to fully fit in the station, like water rides. Trains and monorails also often allow longer train lengths for whatever reason.

  • RCT2day%s's Photo

    Don't worry man, I was kidding.  Those are some seriously awesome trains.  You've got so much talent for this.

  • inthemanual%s's Photo

    Can you leave the max train length this long, in case someone decides to make a DNA sculpture out of it some day?

  • X7123M3-256%s's Photo
    8 cars doesn't work for me; I use OpenRCT2, and even with the default game it doesn't seem to work under wine. I'm not going to spend too much effort trying to get absurd train lengths unless I do a ride that actually needs it, these long trains just make for interesting screenshots - wing coasters don't really have 11 car trains.

    If you buikd the station longer, you just get more 11 car trains. Reducing the number of trains doesn't change this. If you really want, I can leave the max this high, but I'd much rather set it to 8 - can't you change the limit with hacks?
  • Louis!%s's Photo

    OMG there are so many trains I want you to make

  • nin%s's Photo

    What are you using to make the base models? Maya? 3DsMax? Blender?

  • X7123M3-256%s's Photo
    I'm using Blender for modeling
  • BelgianGuy%s's Photo

    ok so seeing how awesome these trains you are making look... I really suggest us all making a wish list in a topic specifically for your brilliant work and you can then tell us wich ones actually possible ...

     

    on top of my head I'd say eurofighter and xcar cars would be so good!

  • Faas%s's Photo

    Motorbike trains would be cool. You know for the launched motorbike roller coasters. 

  • Version1%s's Photo

    http://www.nedesigns...23m3-256/page-2

     

    There is a thread. Btw, he already said on reddit that he would prefer to build coaster cars for coaster typed that wouldn't need hacks

  • X7123M3-256%s's Photo

    Motorbike trains can be done without hacks - looping coaster is the closest track style, and it has a powered launch mode. In fact, it's actually quite a good idea.

     

    If you want to suggest an idea, just post it in the thread that Version1 linked or in one of my threads on reddit - I've heard quite a few already, so if I get a lot of repeated suggestions I might set up a page on my website to list those rides that have been suggested.

     

    Eurofighter and X car trains have already been suggested, neither can be done because there's no suitable track style (Intamin track isn't good enough for the Eurofighter because of no inversions - if this is ever changed in OpenRCT2, I have a lot of Intamin rides I'd like to do).

     

    The criterion I use is that you need to be able to make at least one realistic layout without the use of hacks. I use OpenRCT2, so I don't care if that depends on features only available there. It doesn't matter if the ride is missing an element that's very common for the ride type, and I'm quite happy to include features that require hacks to access - most of my rides have more sprites than they use, and the raft ride has splashes enabled. There needs to be an available track style that's a very close match - and I always model the wheel bogies for the track the ride is supposed to run on and not the track in the game - so the dive machine wheels are actually a bit too far apart for the game, because the game doesn't have true dive track.

     

    These rides are currently taking an inordinate amount of time to model, and this is primarily because of the lack of schematics. If you can find schematics for the trains, and it's possible to do, then I will probably do it soon - otherwise, I'll just add it to my list of possible rides to do at some point in the future. I also tend to prioritize rides that will require implementing new features to make - currently this means flying, real spinning, 4th dimension, or powered.

     

    I currently have an RMC train and an S&S free fly in progress, that I might try to finish at some point but probably not soon - my current focus is on finishing my ride generator tool (or at least getting to a stable version), and I hope to have all the core features ready by the time this wing rider is released.

     

    Then I'm thinking of writing up my own ride making tutorial to address some of the errors in Amazing Earl's (especially the things he says are hardcoded but aren't) - would anyone be interested in this? Or does everyone here already know how to make custom rides?

  • tyandor%s's Photo
    Lets just say there are very few people that know how to make rides. They are very rare indeed and most that tried it failed miserably. The biggest problem isn't so much the modeling of the trains, but getting the the sprites generated, something what probably blocks most people, if you have to make each one individually and I suppose getting the texture/lighting done properly is a bit tricky. I don't know what your tool does, but if it addresses the generation of sprites and is easy to get the alignment right it would be very interesting for some people to create some custom rides. Anyway, you are making great trains. The quality is unmatched. They really feel like they belong in rct, something which is why most custom rides are an eye-sore.
  • X7123M3-256%s's Photo

    My tool does handle all generation of sprites, including lighting, rendering, and animation. I have calculated the correct projection matrix and every camera angle the game uses, so you do not have to deal with any of that. You just select what sprites you want rendered through a set of 9 checkboxes - though most of the time you can just check all of them.

     

    You can paint the models using the same color palette that you use in game - that way you don't have to worry about getting colors to match (though I know my colors aren't quite perfect).

     

    The only thing my tool cannot do is actually create the 3D model. For that you need another program like Blender. It also doesn't currently support flat rides. That may change in future when I've finished with the tracked ride functionality.

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