Rollercoaster Tycoon 2 braking.

Could someone please tell me how the braking and station options will be set up. You know on RCT 1, you built a station and all the cars fit in it. I see pics with a station only big enough to hold train, yet I can also three trains are in operation. I know you will be able to build two stations, one for loading and one for unloading, like Millennium Force, so if the loading and unloading station are full (and you have three trains in operation) will the third train be able to stay on the brake run before it enters into the station or will it be like when the train doesn't go all the way in the station yet the people still get off the ride?

I agree the braking and station systems need some work. I too don't like the fact that a train will unload when it's half hanging out of the station. Usually when I build a coaster I will only build the station long enough to fit exactly two trains. The third train (or more) sits outside untill one inside dispatches. which causes another problem...the train waiting outside on a flat track WILL NOT MOVE!! Unless RCT2 comes up with a flat track piece that is slightly angled, just enough to get the train rolling under 5mph, I don't understand how a pre-station brake will work. The train comes to a complete stop and then what will push it into the station when the brakes are released????

For RCT 1 I've had to put a tiny drop in the flat track before the station to get the train moving or insert a 180 degree downward helix piece right before the station for the train to sit on and wait until the station is clear. Not good when you're trying to make your coasters as realistic as possible, but it's the only way.

I don't know what they're doing with the brakes, but if they don't want to add an angled piece segment to the building options, they could have a piece that has tires on it to get it to start moving, something they do alot with coasters now, especially B&M's.
Kick The Sky's avatar
It looks not only like they are going to have load and unload stations, but one of the screen shots had a caption for the train that said "Sitting on block brakes". Could this mean we will have realistic blocking?

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Bob Hansen

A proud CoasterBuzz Member

Operation Wicked Twister - Goal: Lose 50 lbs by next season to ride it! (updates soon)

I didn't see the picture, but that would be awesome, alot more realistic than people somehow getting off in mid-air. Does anyone know if there's still going to be station brake failures with all these other brakes? I assume so, I was just kind of hoping not. Oh well, anyway, the game looks like it's going to be awesome.

You know, RCT always struck me as a game that went out of its way to be difficult at times. To some extent (but only some), station brake failure was a part of that foolishness.

You know what would be cool? Enthusiasses who got angry whenever a coaster was slowed by midcourse brakes...

-'Playa

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The CPlaya 100--6 days, 9 parks, 47 coasters, 2037 miles and a winner.....LoCoSuMo.

Yes, I saw that same pic, that "Kick The Sky" say. It was a yellow and purple floorless rollercoaster. It obvislouly had three traind running becuase you could see all of them. One was running the course, one was in the station, and the last was on a brake run right before the station. That is what made me think that the train that was on the brake run wouldn't move until the train in the station had dispatched. In that case what is to stop the other train from hitting the train on the brake run?

CoasterRomeo04.....mid course brakes.

This scenario reminds me of the Orient Express at Worlds of Fun. It's designed to operate with three trains yet it only has a station long enough for one train and pre-station block brake for one train. If you have a train in the station and a train sitting on the block brakes...they have another mid-course brake, called E-stop I think, right after the first loop where the third train would have to stop and wait for clearance...If train 3 makes it through that E-stop and your two trains are still stalled....wow, you're in big trouble. One reason they don't run 3 trains on that thing....that would be HUGE operator/driver stress to keep those trains moving through the station quickly. Hint the name "EXPRESS!!" hahaha......not that they need 3 trains anyway, nobody wants to ride that piece of &%#%#

It's not much of a problem now with more modern coasters using computers, sensors, and more than one pre-station block break.

So "Kcgreg" are you telling me that on RCT 2 I will be able to create a mid-course brake and hold the train there if neccesary?
Playa - That would be hilarious. I can just imagine a CoasterCon simulation using SFMM...

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"The perfect machine, you seemed to be, when I built you up in my mind..." - Reverend Jon Autry

There is block brakes I guess u don't have to set the speed of the brakes before the station I don't think it will stop it I think it will slow it down enough so that when the train in the station is finished loading the one on the brakes will move faster into the station. Or if they really want it like a real Six Flags park they would have the train sit on the brakes for about 5 minutes waiting for the train in the station to finish. lol

kcgreg said:

Usually when I build a coaster I will only build the station long enough to fit exactly two trains. The third train (or more) sits outside untill one inside dispatches. which causes another problem...the train waiting outside on a flat track WILL NOT MOVE!!


My solution to this to build one or two sections of flat lift sections in between your brakes...that way when your other trains move, it will coast into the station. It's like cheating the system by adding your own special kicker wheels.

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LocoBazooka--Sevendust, Nonpoint, Stereo Vent, Mushroomhead
Korn Tour (With no name)--Korn, Puddle of Mudd, Deadsy

*** This post was edited by CPgenius on 8/31/2002. ***


My solution to this to build one or two sections of flat lift sections in between your brakes...that way when your other trains move, it will coast into the station. It's like cheating the system by adding your own special kicker wheels.

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LocoBazooka--Sevendust, Nonpoint, Stereo Vent, Mushroomhead
Korn Tour (With no name)--Korn, Puddle of Mudd, Deadsy

*** This post was edited by CPgenius on 8/31/2002. ***



Yep...I tried that too for a while, but then the constant chain lift noise when a train was sitting on the flat lift sections got relly annoying

CoasterRomeo.....I have no idea what's in store for us in RCT2, but I'm assuming if there are block breaks then there has to be a way to get the train moving again. Guess we'll wait and see :)

Use the boosters and put them on the lowest speed but it depends on what type of coaster your using. Boosters aren't for all coasters.
I use the timing option in conjuction with Faux block brakes and blocks. I get very realistic operation and very realistic looks. If anyone wants to see I will send you my newest park I am working on to show you what I mean.

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All I need is 4.5 million bucks and a half a mile long sliver of land and maybe someone could build me my very own Shivering Timbers. ;)

I would like to see it MagnumForce

Mikemir87@aol.com

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Im the #1 Canobie Lake Park Fan!!!These are my top 3 coasters:
1. S:RoS @ SFNE 2. Yankee Cannonball 3. Cyclone/B:TDK

It might have wheels which pushs the train in from the blocking brakes...I like this ideal...Guess we won't find out until the game hits the stores, and i'll be their waiting.

I would like to see it as well:

Mattmorrisuk@hotmail.com

Can you send it to me too, that would be cool.

djank@neo.rr.com

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Do you know if they will have magnetic brakes, transfer track for when the coaster is broken down so the trains don't blow up when "station brake failer" occures??? You know how some coasters STOP when they get to the brake run? I think they should have guide wheels to carry it into the staion like they really do it!
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Xtream_04

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