Demo Released

Lord Gonchar's avatar
I never knew that. I did exactly what kpjb describes.

nah nah nah nah nah :p
I noticed something else 'off' about the demo. In my last 45 minute session, I built a nice looping wood coaster, said coaster was just barely making it through the course but it had good marks on the three ratings.

In order to help ensure it made it through the course, I gave it an extra kick by speeding up the lift chain. I noticed the game did not recalculate the forces or ratings, so I kicked the lift chain all the way up to its maximum (around 45MPH) setting, whereupon the train sped through the course in super insane mode, still no change in ratings.

In other news, the maximum wait time set on "Any Load", does not appear to work right. (Either that or I have some of the most courteous ride ops ever), I mean when those 120 seconds expire, I want that train to dispatch, I don't care if I have a group of guests walking through the queue, not even if they are 3' from the turnstile.

Oh, and to help to the realsim, try this out. Buid a multi train coaster or train ride. While all trains are out on the course, go and close the ride. The game will continue to cycle trains until all guests are unloaded, dispatching the trains out of station at top speed.

Lastly, if yo do build a multi train ride, the peeps will only unload the train from the front-most position, so if you have two or more trains in the station, the peeps will just sit there until their train is brought to the very front position. I coulda swore in prior versions, if the trains stopped anywhere in a station, the peeps could unload. Have to see if the demo supports two-stop loading via two stations, one with only an entry, the other with only an exit.


David Bowers
Mayor, Coasterville
My Blog -> http://coasterville.blogspot.com

Yeah I noticed all of them too.

The whole block and multi-train operation seems to be the biggest flaw. maybe if we scream loud enough Atari will hear.

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