------------------------------------------
"There is a very good reason why block brakes stop cars dead. Consider you had a coaster design where you wanted a car to whiz past a block brake if the area ahead was clear, then into a loop for instance.
If at any point the block section ahead *was* blocked (ie still waiting for peeps to get on the train), then you would expect the car to stop. However, because the car has now lost it's intertia, it wouldn't make it round that next loop.
This is why the rule is that cars will *always* stop for block brakes, that way you never get any nasty surprises. In other words you can't assume that a coaster car will fly past a block brake, and therefore have a varying speed after a blockbrake depending on the state of the next block section.
Hope this makes sense. "
-----------------------------------------
Although there's a sense of realism there, it's also unrealistic in the sense that the block breaks on just about any real world coaster, when a 2nd train is ready, won't come to a dead hault.
Jeff - Editor - CoasterBuzz.com - My Blog
Seriously, it makes NO sense.
Are you saying in RCT3 they completely stop everytime instead?
And you can't trick it and just hit the block faster like in RCT2, it stops the train no matter how fast it enters the block brake.
A giant step backwards from the already crappy blocks used in RCT2.
When you test a coaster with multiple trains in RCT2, it starts all of the trains except for the one in the station at a stop. THIS tests for intertia from a stop. There is no reason the game should do it with a moving coaster unless the block is full.
If the block brakes just made the coaster very slow in RCT2 then it should be doing at least the same thing in RCT3.
This is a big flaw in the new game. After all, it is Rollercoaster Tycoon. If the coasters don't run nicely, its not top-quality.
...wouldn't mind if they changed that sound effect too -- RCT2's block brakes (I believe) had that nice "whoosh" air pressure sound. Currently, it sounds like the train is hitting a large obstruction on the track.
Hi
Don't answer that question. I'm sure alot of people are who have no idea how to design coasters.
Obviously that totally sucks if they can't make it run with block brakes as it should...but if they were going to do with from the beginning, then why can you still change the speed limit through that section of track before you add it on. It looks like they are being lazy.
Open this image for reference.
Those of you familiar with some of the RCT2 designs in CB Games know that as a little "cheat" we'd use 'helper lifts' in out designs. I think KTS actually came up with this as many of the older classic woodies in real life used to use such things. In designing these older woodies, he discovered these 1 piece helper lifts also work as a block (they'll stop the train if the next block is not clear) - The same thing applies in RCT3.
So now you have your block, but it won't slow the train at all if the next block is empty - your train just blows by at full speed. This is fine if you want that, but sometimes it is beneficial to trim off some speed mid-course. That's where the regular brakes come in. Follow the helper with a series of brakes in decreasing sequential speed. (in the screenshot, I used roughly 35, 30, 25 and 20 MPH)
Now you have a flat section mid-course block that looks very real (except for that one piece of chain) and has a brake run on it.
The effect is that if you designed a decent ride and the block ahead is clear, the train will not be affected by the helper chain and will smoothly slow to 20 miles per hour (or whatever speed you set the brakes at) and continue on. If there is a problem and the block ahead is occupied, the coaster stops on the chain and will be pulled up to the level as soon as the next block clears to continue it's run.
This is the very definition of a mid-course block. It can trim speed if you want, but it doesn't have to. It will stop a train if the path is not clear and you can leave the block at any speed desired.
Make sense?
--Greg
"You seem healthy. So much for voodoo."
This does expose the one slight flaw in the workaround. Now that train starting on the chain lift will be moving much slower through the block than normal. This can screw up the timing of the train coming off the lift causing it to stop on the helper and screw up the train behind it, etc.
Again, it's just another flaw in the game and a horrible decision by the designers to start the three trains in a standard layout like this:
1. In the station
2. Mid-Course
3. Top of the lift
If they did it like RCT2 (1. Station 2.Final brake 3.Mid-course) the timing wouldn't be an issue because train one has to leave the station then climb the lift. With the RCT3 starting setup you lose the time it takes to climb the lift because train 3 starts at the top. Just another way they crippled the ability to make realistically running coasters :(
For what it's worth, I still like a block brake to end the final brake run. It creates the needed final block and stopping the train coming into the station kind of makes sense to me.
You have to check the box indicating block sections before you up the number of trains. Then if you go back and modify the layout, the block section box stays checked, but the number of trains goes back to one so you have to up it again.
Maybe this is the problem? Helper lifts work on both coaster types in the demo.
You must be logged in to post