Maybe make it slightly wider to fit the wooden track in game better, also probably wouldn't hurt to have slightly more space in between the cars so it doesn't look like one long object. Still looks really cool though just a little to compact for the game I think.
The scale was tricky to establish. At the moment the scale is based off a Google Maps image of Twisted Colossus which suggested that the cars should be 2m long. The other option was to set the gauge equal to that of PTC trains, which would have made the cars slightly smaller. The scale may not be perfect but I don't think it's way off - make it much bigger, and the peeps would be too small for the seats.
I aim to match the track gauge that the trains would have in real life, rather than the one in the game. The dive trains also did this; they were modelled with a track gauge of 1.8m despite the fact that the game uses the same 1.2m track for all B&M rides. The reason for doing this is that some of the rides (especially this one) ought to have a custom track style, and as soon as I can work out how to do it I intend to add one.
The spacing in between the cars is correct, it was obtained by lining the model up with a photograph, and it was a very close fit.
Yes, all inversions are enabled, as well as vertical drops. I wanted to build a test layout that would demonstrate this, but I can't merge tracks in OpenRCT2. I might temporarily switch it onto twister track when I do the screenshots for it, but I intend to release it on wooden track. IMO neither is a close match, but at least wooden track has the right supports.
It is possible to have a ride run on more than one track type. My editor doesn't allow it though; but I have workarounds for that.
This is probably the most convincing use case for that, as it's a train that genuinely can run on two different track types. However, twister track is a really poor match because the supports are wrong and it has a spine; I know it can be hacked to look decent, but the general criteria I apply is that these rides should not require hacking (at least not to that extent).
... and zero clearance the wooden track over it so it hides the spine. (which I still don't know how to do. When I try to do it the wooden track just replaces the steel track and then the game complains about not having a complete circuit. I guess OpenRCT2 must handle zero clearance differently).
You have to build the wooden track the opposite direction to avoid that issue.
This looks fucking amazing
Building the wooden track in the other direction works! But it's rather glitchy. I built a new layout using this method - here's some more screenshots
Still feel its way to narrow, just doesn't look good on the track, might be better if you merge the Coaster Boat track like Ride6/Bill did on their RMC. But still I'd much prefer a version that was slightly wider and didn't seem so tiny, currently I don't know if I would use this in a park unless it was super small scale.
Lots of work, but what if you made the track invisible and used scenery pieces to build the 2 rails. It may not look smooth enough
I've had that idea before... might be worth a try. inthemanual said a couple of months ago that it messes up the rendering, but it might be worth trying it anyway, as I've never done it myself and looking at the way the track is handled I'm not sure to what extent track sprites are treated differently. It might just be that track sprites are split and scenery sprites aren't (anyone that's done custom scenery know if this is the case?), in which case I can just split the sprites manually - more objects but worth it IMO if it makes it work.
I don't currently have the ability to render new track pieces, but I'm working on that right now - I hope to have a prototype working by the end of today. It helps that RMC track has very simple geometry when compared to, say, Intamin
I think looking good in game should be a higher priority than the ride being perfectly to scale. I'd experiment a bit with the sizes and figure out what might best fit the game's tracks, and also experiment with a bit more buffer between the cars/seats. It looks good now, I think, but I could see it looking even better with a few minor changes.
I agree completely with this, the model looks good and everything, but its still slightly off and would look a ton better if you change a few minor things to better accommodate aesthetics and in game appeal.
This is the first test of the RMC train with peeps. I think it looks OK, but the track really doesn't look anything like RMC track, which is a bit of a problem. Probably shouldn't have done this train.
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