Fixing the WORST Pre-Made Coaster Design in RollerCoaster Tycoon 3
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- čas přidán 28. 08. 2024
- Disclaimer: I am not an expert at RollerCoaster Tycoon 3 or coasters in general nor do I ever claim to be. This video was purely made out of pure enjoyment for this game from its release until better park sim games came out.
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And here it is! The very last major video of the Jalen Folf CZcams channel. After this, long form videos on this channel are gone! For this last one, I thought I'd go back to the game that started this channel strong and try to do the opposite of how I started: instead of causing chaos, I will try to prevent chaos by identifying and repairing a problem with one of the worst pre-made coaster designs in terms of intensity.
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"Magic Escape Room"
Kevin MacLeod (incompetech.com)
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I just assumed that half the game is fixing these pre-made coasters. It feels like there is an issue or two with every one, or at least room for improvement.
I didn’t even know such a problem existed, as I never even bothered to try building a premade design.
I remember the Looping Coaster model Jellyfish couldn't even complete its circuit. As RCT3 has higher friction than the previous games, some designs that worked in RCT2 may not work in RCT3. I believe Jellyfish was in RCT2. The issue is likely resolved by enabling low friction.
Thank you for righting the crimes of whoever made those terrible pre-made rollercoasters!
the preamde design for rolling thunder, the floorless coaster, suffers the same problem
This particular stand-up model was made by the Japanese manufacturer Togo, which was famous for making not so great coasters, such as Shockwave, which used to operate at Kings Dominion in Virginia. The stand-up twister coaster is slightly more comfortable, which coaster enthusiasts call the B&M stand-up. The ideal design for a stand-up coaster is to bank every turn from the drop to brakes, reduce negative and lateral gs, and make the coaster not too long. Plus that block brake.... wow. Roller Coaster Tycoon 3 doesn't quite know how brakes are supposed to work.
This is a great video idea executed well! I'd say there's also some issues with valleys being a bit too tight for the speed the train goes at (4:07 for example), but these issues can't be solved without rebuilding large parts of the ride, if not the entire ride, which kinda defeats the purpose of fixing a premade layout. The block brake fix is something that doesn't change the premade layout, but still fixes the biggest issues in both the stats and the feel of the ride, so it's much more useful than fixing the valleys.
What I normally do with my block brakes (as a more realistic builder) is I check the speed before hand and try to match is as close as I can, often a bit under. But not everyone does that and you can do trial and error. Also, 67.11mph (108km/h, 30m/s) is the fastest speed for block brakes, brakes and twister coaster boosters in the game.
4:30 wut da
Cool 😎