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  • RealWar's Avatar
    Today, 2:19 AM with 1 replies | 72 view(s)
    If they figure out how to make different track color schemes without having to make a new coaster type, it'd be nice to see different track color schemes/styles for the B&M coasters in game (like Fury 325, Patriot, Mako, etc.) Also, if you're willing to do the work yourself, you can make a vertical loop on the Gnarler by disabling track restrictions in the Game Options menu.
  • ZedStudios98's Avatar
    Today, 12:07 AM with 0 replies | 20 view(s)
    Here's a few more suggestions and ideas I have for Planet Coaster. First, the feature suggestions: More support control: The ability to choose certain types of supports for certain coasters, i.e. whether or not to use normal or box-style supports on the Anubus or Invincible coaster types, would be a great option for players who don't have the experience or patience to build scenary-based custom supports. Barghest/Typhoon Chain Lift Catwalk Fix: The chain lift hill on the Barghest/Typhoon coaster type lacks the ability to add a Catwalk. I think this would be a welcome feature to make the ride type more realistic and appealing. Vector/Megacoaster longer trains: I find the 5-car trains on the Vector megacoaster design to be rather short, especially for a hypercoaster-like model. I would suggest bumping the max cars per train up to 7 or 8. Vector's lack of trim brakes: Another problem is that the Vector's track doesn't have trim brakes, probably an oversight with the addition of the magnetic alternative brakes. Please add the trim brakes back in so we can make more versatile designs. Tiamat/Prototype Wing coaster longer trains: I think a max train length of 8-9 cars on the Tiamat coaster would really benefit Skyrush-like hypercoaster designs.
  • DeadEyeDuck's Avatar
    Yesterday, 10:40 PM with 9 replies | 328 view(s)
    Simply put, they work fine exporting from Blender 2.8 (as binary FBX) and just don't work exporting from ASCII FBX convertor in Blender 2.79 Not sure why, but this has been the fix for all the files I had not working If it's not above, it's likely you have just named the files incorrectly.
  • bdeheus78's Avatar
    Yesterday, 10:24 PM with 47 replies | 5303 view(s)
    A very good evening dears, Ive got some new stuff collected for a new update on "Wotws" themepark. The creation block is unfortunately still in place for the "Wild mouse" and "vintage palace" Project but Im still going strong on upgrading the existing areas. So here some pictures of the work done: Status of the "Wild mouse" and Vintage Palace project.
  • RealWar's Avatar
    Yesterday, 10:17 PM with 1 replies | 45 view(s)
    I hope in addition to a flexible chainlift that can go up to 90 degrees (or even beyond, to 180 ), that they could figure out a way to give us the Barghest's holding brake functionality, but as a flexible segment, capable of going to -90 degrees. Other nice features to have: Being able to have a multi-launch through station mode (like Goldrush at Slagharen; similar to the in game SLV and Viper One) Minimum train length of 2 cars per train and a max train length of 5 cars per train (although, according to the manufacturer's materials, they can go up to 8 cars per train. Currently, though, there are no coasters of this type that exist and have more than 5cpt) Preferably the trains have lapbar restraints; as only the first coaster of this type had over-the-shoulder restraints. Although, if Frontier wanted, they could always do two variant types (like the Jixxer and Interceptor). One style with lapbars, and the other with OTSR.
  • Adventure4u1's Avatar
    Yesterday, 10:06 PM with 401 replies | 135326 view(s)
    I would love separate exit and entrance stations. Then I could make a Chairlift going up a mountain and a coaster going back down. There's really only one ride that I really wanted, the first post I did- the Pittsburg Plunge's boat. It's a water ride with a different type of boat that I feel should be in the game. Everything else is "tokens." Don't get me wrong, I love Whips and that Crazy Trolley and would be happy to pay for the ability to put them in my parks.
  • Chante Goodman's Avatar
    Yesterday, 6:06 PM with 22 replies | 1186 view(s)
    It's so wonderful to see all your lovely memories! Thanks for sharing them!
  • Chante Goodman's Avatar
    Yesterday, 6:03 PM with 5 replies | 332 view(s)
    Looks like it's shaping up to be great, Jol!
  • Woolf's Avatar
    Yesterday, 5:52 PM with 117 replies | 8011 view(s)
    I want to visit this park IRL! It looks like it would be amazing.
  • Woolf's Avatar
    Yesterday, 5:46 PM with 4 replies | 165 view(s)
    Woolf replied to a thread Fix 3d gizmo! in Tech Support
    Thanks for posting the link to the video. It was informative to me. Because I am more of an amatur builder and do not do very complex building myself (I use a lot of workshop items) I had not realized that something had changed with the 3D rotation selector. I guess I did notice that I had more trouble aligning things up when I did build things.....but I thought it was me. It would be helpful if the tool gave the option to align to the building....or even if it had an option to click on another option and use that alignment for the object being moved.
  • LON/LvHtje's Avatar
    Yesterday, 5:19 PM with 4 replies | 165 view(s)
    LON/LvHtje replied to a thread Fix 3d gizmo! in Tech Support
    I think the problem is already known, but it has got worse! my English is not that great to explain it correctly, but yesterday I saw a number of people on YouTube who explain the problem very well! They call themselves Scematics Team, this is the link: https://www.youtube.com/watch?v=G8OBZfPPyUE Please look at this, I hope they will really solve this problem! Actually I think that this problem should have been resolved a long time ago, but now it's got worse!
  • Coastergenius100's Avatar
    Yesterday, 3:51 PM with 401 replies | 135326 view(s)
    For the most part, I'm pretty comfortable with the ride types that are in the game. Just because an obscure ride type might have been in a park in the 60's doesn't mean that I necessarily need it for my park. As long as most of them are there, I can use interchangable trains and theming to get what I need. I also don't care about tons of new flat rides. My parks don't have many flat rides and I never ride them in parks myself. If anything, I'd like to see an expansion on loading dynamics. While in the game, trains are loaded unhumanly fast, I like to imagine what the logistics would actually be like to get lightning fast dispatches -- that we only see at Disney or Cedar Point in the summer. So I'd like to see options to dual load stations, tandem load stations, and most importantly: separate load/unload stations that wouldn't affect the excitement rating. The last one is good for theming too: it helps set the tone for the theme if the train rolls in with nobody on it. It would also allow for mobius racers too.
  • wowman's Avatar
    Yesterday, 3:50 PM with 117 replies | 8011 view(s)
    So after I had this section of the park completed...they came out with the rides pack and I had to add a chair lift in this area. The boarding platforms are actually in the Africa section (to be built next) and end in the Jungles area, but the pass over and through the Port of Call. Here are some shots of the ride as it goes through this area. BTW - I love the look of this ride.
  • PlanetCoasterFan89's Avatar
    Yesterday, 3:46 PM with 22 replies | 1186 view(s)
    My Fondest memory would have to be when I was first able to dive into Planet Coaster for the first time! I was just speechless! I have waited so long for a new Theme Park Simulator game to come out since the RCT3 days and Frontier Delivered!! Planet Coaster has allowed me to explore my wildest dreams! I have always wanted to own my very own Theme Park, and in Planet Coaster I can do so. Thank You for allowing me to explore this Dream!
  • wowman's Avatar
    Yesterday, 3:44 PM with 580 replies | 92843 view(s)
    Couple of last night shots from this land
  • AgentSteel454's Avatar
    Yesterday, 3:37 PM with 4 replies | 103 view(s)
    Or have certain wind effects above 250-300 Feet, It could maybe manually effect the friction multiplier every once in a while to add that effect.
  • confusedspagheti's Avatar
    Yesterday, 3:10 PM with 1 replies | 45 view(s)
    Im sure this has been suggested many times but it would be great to have the infinity coaster, it shouldn't be much work to implement either with even just the barghrest/typhoon track getting a manual 90 lift hill option and new trains (or even just upgrading the barghrest alone and then we could switch trains) if added it would probably be the most versatile rollercoaster in the game as it would have a launch option, customizable chain hill, and also preset vertical chain hill, the track also looks quite cool imo too and plenty of options for themed coasters as it would be quite versatile. examples of infinity coasters: the smiler - alton towers, hangtime - knotts berry farm and also a side note continuous roll would be good for smooth coasters but i think i heard thats a game engine limitation.
  • AgentSteel454's Avatar
    Yesterday, 3:08 PM with 4 replies | 103 view(s)
    Ah that stinks but is understandable. Maybe they could incorporate some kind of weight distribution issue on the strata coasters to cause a rollback. Like too many adults on it at once or something?
  • 8bitjosh's Avatar
    Yesterday, 2:42 PM with 426 replies | 72688 view(s)
    We're back in Aurora Park and we finally have a weenie!
  • 8bitjosh's Avatar
    Yesterday, 2:41 PM with 426 replies | 72688 view(s)
    Hi gecaum, ReShade should not have made your parks disappear that's strange, however uninstalling should just be as simple as deleting the files that were installed during installation. I would check the ReShade page for instructions. Let me know if that works for you!
  • Jol's Avatar
    Yesterday, 2:19 PM with 5 replies | 332 view(s)
    We currently have 22 community members that will join us for the Community Meeting in Efteling. Hooray! There are another 21 members who have informed us that they might be joining us as well, but are currently unable to give a final yes or no. We look forward to see you all in Efteling on Saturday 6 July 2019! :rex::face:
  • Jol's Avatar
    Yesterday, 2:14 PM with 3 replies | 127 view(s)
    I'd love to see a 'Welcome to Duloc' machine in Planet Coaster. Good luck to everyone who's going to try and make one! :D
  • Luuknoord's Avatar
    Yesterday, 1:01 PM with 4 replies | 115 view(s)
    I think this could help you get on your way with some tips and tricks I found on Youtube. There is actually a lot possible with the path system.
  • dominoes's Avatar
    Yesterday, 12:52 PM with 4 replies | 115 view(s)
    Thank you! I have actually done that on a few sections of my park, but sadly this one wasn't working because of the amount of branches, and I couldn't change the shape at all afterwards as I would end up losing very large sections of path.
  • Periocus's Avatar
    Yesterday, 10:49 AM with 29 replies | 2845 view(s)
    I really do like the "Coaster Anarchy" mod from another game. I can do a launched Juniorcoaster, looping Juniorcoaster, forward launched shuttleloop (though i can't do backwards launch have to admit because it is not overall in), launched logflume, Launched and banked Splashbattle etc. Looking at all tasks which showed up recently i gave up. I guess we will not get this at Planet Coaster.
  • QA-Mitch's Avatar
    Yesterday, 10:12 AM with 3 replies | 89 view(s)
    Hey JimiMac, Sorry for the confusion. As stated above this is a deliberate change to the controls.
  • Helena's Avatar
    Yesterday, 3:43 AM with 3 replies | 84 view(s)
    No, actually not. I began with 3d modeling and all those things when TMT got released. But then I am the one to geek out a lot, so...
  • gamer2456's Avatar
    Yesterday, 3:26 AM with 21 replies | 693 view(s)
    Maybe do one how to manage a theme park.
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