Roller Coaster Tycoon 2's Dive Loop

When you think about it, it would make more sense to have a barrel roll into a large half loop (or small half loop) for a dive loop instead of going verticle, turning 90 degrees, quarter loop into a large half loop. I suppose the second one better recreates the change of direction (most dive loops do not turn the train around 180 degrees - going the opposite direction than how it came) but the first one is actually the right idea of the dive loop. What do you think and which one is really the politically correct dive loop?
I think it's horribly wrong that Chris Sawyer created track pieces for just about every inversion except for the dive loop, which is found on almost every major B&M looper. However if I were to choose I'd probably go with the half barrel roll/half loop combo. For now I'm creating coasters without dive loops, because to me both ways look very unrealistic.
I think for some it would be one way i.e. B:DK=1/2 roll, 1/2 loop and some other ways i.e. Medusa=Chris Sawyer way. I'll explain more later
Yeah the dive loop on the game sucks, I still use a 1/2 barrel roll and 1/2 loop. A decent zero-g roll would have been a good idea as well...
Jeff's avatar
Horribly wrong! Oh the horror!

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Jeff - Webmaster/Admin - CoasterBuzz.com - Sillynonsense.com
"Pray that your country undergoes recovery!" - KMFDM

Thanks Jeff for the support!
I use the two above mentioned methods but I also use from time to time the half cork half loop method. Sure you have a little bit of level track at the top but it changes direction that way. It also works to make that cool double loop thing on Montu.

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Summer 03-CP, HP, Canobie, SFNE, SFWOA, and SFGAm.

Just to improve your knowledge Touchdown, that cool double loop thing on Montu I think you are refering to is called a kamikaze curve inversion. Just for future reference.
Thanks coasterMNguy. I realize that is what arrow calls this inversion but Im not sure what BM calls it (for instance there are Arrow Batwings and BM Cobra Rolls) in lack of a better term I nominate the name "bowtie" even though "cool double loop thing" sounds better ;););)

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Summer 03-CP, HP, Canobie, SFNE, SFWOA, and SFGAm.

B&M calls it a batwing.

Anyway, I think the dive loop in RCT2 is fine, i wouldn't mind if it was improved, but itf fine the way it is.

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MMMMMMMMMMMMMMMMMM, roller coasters (Homer Style)

Wait a second, I thought a batwing was an upside-down cobra roll, like Vortex at PKI. Half corkscrew, half loop, half loop, half corkcrew; when a cobra roll is half loop, half corkscrew, half corkscrew, half loop. Someone clarify this if I'm wrong.

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Jeff said:
Horribly wrong! Oh the horror!

Ahh my eyes! It's blinding me!

Seriously though, the fact that Chris Sawyer can't come up with a decent transition for a common inversion but went out of his way to create Snow Cups for RCT2 just puzzles me.

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Backhand, who thinks signatures like this are redundant
*** This post was edited by Backhand 452 4/22/2003 10:46:19 PM ***

I never thought about it that way. It's very true. He alway could do something like "Dive Loop Left" or "Dive loop right" (only just the top part of course) so people could do normal dive loops or even do reversed. or do it crazily with a barrel roll or a cork screw after it. That's what I think at least.
Jeff's avatar
Wow... as a programmer, I'm border line offended at these nonsense allegations about what Sawyer can or can't do.

Get back to me when you find another game written in machine language by one guy that has sold millions of copies.

Oh right, you won't find one because it doesn't exist. How many lines of code have you written?

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Jeff - Webmaster/Admin - CoasterBuzz.com - Sillynonsense.com
"Pray that your country undergoes recovery!" - KMFDM

I like the game the way it is, other than i wish there were more flats. everything else i want will probably be in the expansion pack...

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Yeah, if coasters WEREN'T men we'd have Raging Cow instead!;)


Jeff said:
Wow... as a programmer, I'm border line offended at these nonsense allegations about what Sawyer can or can't do.

Get back to me when you find another game written in machine language by one guy that has sold millions of copies.

Oh right, you won't find one because it doesn't exist. How many lines of code have you written?


I admit that maybe I used the wrong wording, however, if he can make elements such as the corkscrew or the vertical loop, then how hard can it be to make a large half corkscrew for a decent dive loop transition? If it's much harder to make than the other elements then I understand, but if it's no different than making any other transition, then I wonder why he hasn't made it yet.

Also I'm sorry for offending you; my point wasn't to say that programming was a piece of cake, but instead to point out that a dive loop transition is a lot more important than some of the other things he added for RCT2.

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Backhand, who thinks signatures like this are redundant

a kamikazi curve is something totally different and vekoma? not sure about that? any way... what about immelmans? immelman right/left?

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Colossus [1]
Nemesis: Inferno [6]

Jeff's avatar
Here's the thing... to make said element you need to calculate where the sprites need to go, and you have to render the sprites from the 3D models for all the new positions that they'll appear in, for each type of train. It's not as simple as moving a 3D model in space along a path.

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Jeff - Webmaster/Admin - CoasterBuzz.com - Sillynonsense.com
"Pray that your country undergoes recovery!" - KMFDM

It's NOT a matter of whether he CAN do it. He clearly feels that since only one major manufacturer uses that type of inversion regularly, it wasn't worth the extra hassle.

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Is it the real yellow or the yellow that they had on the coaster cars??

True, but how many theme parks that you've been to have soy bean milk stalls?

Why waste your time on Panda theming and pink water when a dive loop is more important?

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Backhand, who thinks signatures like this are redundant

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