Great Job with No Limits!

This is a great program. I only wish he put more info on his site that this is not a kids game, especially since all other coaster products are for children, and most adults would not be interested in simulating coasters accurately.

Great work on the 3-d engine. I program 3d games myself but currently we are using direct3d (blah)... But our head programmer also prefers OpenGL, and he thinks Ole used some of the extensions very well, although he think the framerate could be better. He is also German, and has been programming for a long time, (his first work was on Alone in the Dark with Infogrames) so he is always nitpicky about wildly varying framerates and such, but I think he was actually impressed quite a bit. (he doesn't like coasters, unfortunately)

I am also finishing up my Jet Star I... I am having some trouble with the train, as the Jet Star has one-car trains that are weighted (although not as weighted as the next Jet Stars with the electric motors for the spiral lift) heavily. I would like to use the schwarzkopf cars (even though the original has front-to-back seating, like log flumes) but they won't complete the course... the only ones that do are the B&M cars. I assume the weight of the cars is what causes this, so another easy modification for a future release may be a weight editor, or more control of the train's statistics. (or you could model the old Schwarzkopf cars!)

Great work Ride Op! I like your tracks, especially because you seem to like compact coasters like I do. Of course with no terrain modifications, it is harder to get a satisfying version of a terrain-using coaster, so that may have a lot to do with your designs. I think your Flashback is a little off, besides the trims being on too tight, there were some other small design issues but it is darn close. Great job with the structure! Some of the designs done by Ole are way off, but I commend him on his efforts, since he was designing coasters he may never have ridden. (Millenium Force needs work)

One concern... I wish there was a way to manually enter numbers. This goes for vertex position, but also for the spline 'handles'... although that would be a little trickier to handle (would you base it relative to the vertex or just use the normal coordinate space?) Currently it is about impossible to fiddle with the direction of a spline handle without changing the amplitude (represented by the distance from the handle to the vertex), especially when you move it in all three dimensions. If you could manually enter or 'lock' certain attributes it would help. It actually seems a little insane to me to have an editor in which you can't enter numbers by hand.

-djansi

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Thanks.  I do prefer the compact coasters in coaster sims as they provide better visuals, and a bigger challenge.  Anyone could make a coaster that goes in a giant oval, but it would be pretty uninteresting to ride in a coaster sim since you don't get the same feeling of speed and g force.  I like to see supports whizzing by during the ride as it adds to my enjoyment.  You should see the next coaster I've got cooking.  The completely custom support structure is taking quite awhile to do, but it will be well worth it.  :)  And someday I'll have to try my hand at making coasters similar to my 6x6 ones in Ultra Coaster.

-Ride_Op

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Visit the new Ride_Op Coaster Productions! http://rideop.twistedrails.com

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