Parkitect early build available

Jeff's avatar

I think that's a good plan. If you look at some of the rides in the database here, like Blue Streak, I think that's pretty representative of a heigh to track length ratio. At the same park, Raptor is a pretty good example of B&M rides with a mid-course block. And by the way, people will try to do recreations and then freak out if they don't work out based on the height. That makes me think... is it possible to test from a dead stop at the block? I'm sure one would figure it out soon enough when a ride closed or something and then valleyed after being released from a block.

Last edited by Jeff,

Jeff - Editor - CoasterBuzz.com - My Blog

Lord Gonchar's avatar

Yeah, I don't think there's necessarily a concrete right or wrong as far as friction, but when it feels right you'll know it.

As far as testing from a stop off a block, Jeff, I've been doing it by simply increasing the number of trains so that the blocks get filled. Hit test and one of them is going to be coming cold off the block brake. (unless you have an assload of blocks, I guess - but even still, you could temporarily delete them for testing purposes)

I appreciate you checking in here Sebastian. Thanks!


Lord Gonchar's avatar

Ok, so I'm loving the coaster building system more and more. Messed up stuff like this is right up my alley. Lots of potential:

However, I did notice that coasters don't seem to treat the lift hill as a block. If the block ahead hasn't been cleared, a train will still leave the chain.

Also, adjustable chain speeds would be cool.

Last edited by Lord Gonchar,
rollergator's avatar

Just thinking about a couple steel rides where I vaguely know the specs and there's no braking during the ride....it seems like you lose about 1mph due to friction/wind resistance for every 200-250' of trackage. Of course, that will vary depending on layout and elements, but sans inversions and any serious lateral forces, that seems to feel like a decent starting point.


You still have Zoidberg.... You ALL have Zoidberg! (V) (;,,;) (V)

Lord Gonchar's avatar

Some questions/comments/suggestions about trees.

I like that trees aren't locked to the center of a square. That allows some freedom in landscaping. However, it's labor intensive and sometimes you just need to drop trees and have them snap to a square. Is there a way to do this? A feature (like holding shift or something) to center a tree to a square would be terrific. (or to snap to a corner of a square for the trees like the poplar that take up 1/4 square)

Also, an option to set a square size (like when terraforming - 1x1, 2x2, 3x3, etc) for dropping trees would be a real time saver too.

Those two features alone would take filling a 5x5 square with trees from an excercise in precision requiring at minimum 25 clicks and some tongue-out-of-the-corner-of-my-mouth concentration in lining up trees to a one-click and done endeavor.

It also seems like the collision settings on the fir trees is off. I can't seem to get one to land between any two things separated by one square...or place two side-by-side on adjacent squares. Not sure if it's intentional, but it feels like they should be one-square trees.


A feature (like holding shift or something) to center a tree to a square would be terrific.

You can hold down Alt to snap to the center of 1/4 squares (which is great for these topiary cubes we have, but not very useful for centering trees between paths...hmm :/). Placing stuff centered between things is a bit easier in the top-view (hit "M").

Problem with trees is for example:

Gonna ask Garret (artist) if increasing the trunk height a bit is an option (but they would still clip through shops for example :/). Especially the small trees had way bigger collision boxes than needed though, I've adjusted them.

Last edited by Sebioff,
Lord Gonchar's avatar

Sebioff said:

You can hold down Alt to snap to the center of 1/4 squares (which is great for these topiary cubes we have, but not very useful for centering trees between paths...hmm :/).

Very helpful! Thanks! I didn't know this was possible. Looks like it breaks each square into 16 smaller squares (a 4x4 grid).

I'd have been more inclined to just break it into 4 smaller squares (a 2x2 grid) - but that's just design decision. What you guys have going on is fine - now that I realize I can do that. :)

I'll have to mess a bit with working in the top down Map View. I hadn't considered that.

Good stuff!


Lord Gonchar's avatar

I still can't figure out the fence glitch, but it keeps happening. So much so that I've learned to save my game before doing fence work. It's easier to restart than to delete all the pieces of fence.

In this screenshot I placed a single piece beside the candy shop on the same square as the shop and it ran into the distance bisecting pathways and even rides (in this case the Enterprise). It seems to almost always happen when I try to place it next to a shop on the same square. But what's odd is that if I immediately stop after it happens and reload the game then place the exact same piece in the exact same spot in the exact same way, it works fine. It seems to occur after I've been playing for a while. The longer, the more chance it's going to fence glitch like that.


Jeff's avatar

Dude... I can't wait for the final bits if this is how your parks are going to look!


Jeff - Editor - CoasterBuzz.com - My Blog

Lord Gonchar's avatar

I'm just trying to get a hang of the controls and basics and stuff. It looks as good as it can at this point. My rides don't exactly deliver and my financials are far from correct - I'm assuming there's still lots of number tweaking for the behind the scenes stuff that needs to happen, so I'm not worrying about learning those things right now. Just trying to get a feel for how it all comes together. Really looking forward to full scenery and building sets.

Like I keep saying, the bones are definitely there. It just needs fleshed out gameplay-wise and then all the bells and whistles to make it purty.


rollergator's avatar

Jeff said:

Dude... I can't wait for the final bits if this is how your parks are going to look!

Couldn't help but notice the sweet use of terrain around the steel looper and the walkway to the Enterprise...nice!


You still have Zoidberg.... You ALL have Zoidberg! (V) (;,,;) (V)

Lord Gonchar's avatar

It was all an attempt to mess with putting a pathway through a loop.


Lord Gonchar's avatar

Any tips on dealing with staff?

How do you satisfy their needs? They always seem to be tired, hungry and thirsty.

I'm also running into this weird thing where they all just quit doing their jobs and rides stay broken and food stands unstocked. At first I thought it was due to unhappiness, so I fired them all and hired new staff. No luck. Then I saved, quit and reloaded. Suddenly they were running everywhere getting stuff done...at first. Within a half hour of real time, they were all slacking again.

I have a park that's filled about 3/4ths of a map and is on Game Year 6. I'm wondering if the size/age of the park has something to do with it.


Jeff's avatar

Virtual kids today. No work ethic. :)


Jeff - Editor - CoasterBuzz.com - My Blog

Vater's avatar

That's the Six Flags staff option.

They only need a rest every now and then, the other needs have no purpose for them yet. For now they just sit on benches like the guests.

Had a couple people report that they stop working after some time, but no luck with reproducing it so far - next time it happens, can you send me your output_log.txt from the Parkitect_Data folder? That should probably contain some error message.

Lord Gonchar's avatar

Sure. Send it to the contact on the parkitect website?


Yup, thanks!

(I think this file is cleared every time the game is started, so it'd have to be sent immediately after it happens)

Lord Gonchar's avatar

10 screenshots for fun:


Do your wife and kids know who you are anymore?

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