Does RCT have an invisible "ceiling" above which you cannot build? I think it does, but I'm not sure. Recently, one of my friends who also has RCT was over at my house. We like to build very extreme roller coasters, and sometimes we make rides crash on purpose. Anyhow, he built a "Reverse Whoa Belly" coaster with a very long horizontal run and then a maxed-out tower. When we tested it, the car (as I expected) shot off the top of the tower. However, instead of shooting up, coming back down, and crashing on the top of the tower, it crashed on the way up, as if it had hit an invisible "ceiling".
On a related note, I've noticed when I build tower rides, I eventually get a "Too high!" error message. Is this the equivalent of the "Too high for supports!" error message?
I don't know about the "ceiling" but it's very possible. *Maybe you just went into orbit, the coaster experiencing explosive decompression! :)* Yes, the "Too high!" message is the same as the Too high for supports, more or less.
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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/
Yeah that happens to me a lot. When I build TA2K they go way up then blow up in mid air.
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SFMM went from Amusment Park to Xtreme Park.They skipped Theme park :)
Yes, there is a ceiling.
Think of all the RCT maps as a cube, thats what they all are. They all need set variables to close it in, or it wouldn't work because, as you know if you know anything at all about programing anything, you cannot have a definite variable (such as how high, how low, or how far out something may go in a game) which is undefined, it will crash the program and will need to be fixed by defining the variable. I hate that fact, if it wasn't there, then we could build giga coasters, and even 400 foot coasters without that ceiling.
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Do your own homework!
I gotcha, thanks for the technical tip, TrBiggar! I never would have thought of it that way.
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Po!nt of View: A different look at Roller Coasters.
http://www.crosswinds.net/~justmayntz/thrills/
Thanks!
So, does anyone know about how high up that ceiling is?
BTW, I think I have an idea how to partially get around that ceiling. Just build the station at 0 altitude!
What does TA2K stand for?
*** This post was edited by Glidein on 8/14/2001. ***
yea there is that "ceiling" there i had a whoa belly, i set it at 90 mph, 1 tower segment was put on , 3-2-1--- launch! straight up higher higher higher!! Boom!! i was like......... okay what the hell was that?? it just blew up right there! i thought it hit one of those duck flocks or something but no ducks were around so oh well. so yea there is a ceiling
Its 60 something I think.
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"And then you say oh what a lovely tea party."
-Jay and Silent Bob Strike Back
The problem with building really tall rides in that game is the higher you go, the less realistic they look. In the next game they should allow the ability to "smooth" out angles in the track when the design is finished.
Definetly agree Will. Only two angles (while nice and appreciated) Doesn't get the job done sometimes.
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"And then you say oh what a lovely tea party."
-Jay and Silent Bob Strike Back
Yes, the ceiling is around 60, I tested that yesterday. In a workbench, I built a Steel Corkscrew coaster (though the type really doesn't matter) until I got the "Too high for supports!" error. Then I raised the land as high as it would go and kept building. Sure enough, when I hit 60, I got a "Too high!" error. (BTW, I think "Too high!" means you've hit the ceiling.)
To double-check it, I built a Whoa Belly until I got the "Too high!" error. It had also reached 60.
You should be able to build up to 61. Corkscrew is generally too short to build that high if your using a default height senario (starting from 6), but steel twisters can get that high, and depending on what level you start a whoa belly, you can get up to 61.
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Hey, SFGAm managment, can I buy a couple cages of Sky Whirl?