Now however there is no reason to keep the 4D Coaster in such a bad state. Why bother going through the effort of setting seat angles for each individual track if it does nothing? Back in 2002 when it was expected to run on 90s CPUs running Windows 98, this was acceptable to keep out due to the overhead of calculation required. They are hard to build and do not justify it through their reward. This would be the equivalent of the better express handling in OpenTTD: A setting would exist to revert to the old way.Įven then, Multidimensional Coasters are rarely built, especially in scenario play. If this were implemented, the idea is that it wouldn't break any of those. In addition, an exploit exists for a perpetual motion machine, which is a very clear violation of the laws of physics. Bad implementation of gravity: Crashing coasters have very simplistic physics.This is not the case in RCT2 however, which instead acts as if the loop were circular and not a "teardrop" shape. Constant force factors: Loops are designed in such a way that they have a constant G Force as one travels them.It would also have a smaller effect on Flying Coasters. Changing would require the loss of assumption of airtime being tied to negative vertical Gs, but would have the huge advantage of making the angle of Multidimensional coasters actually do something (right now it is purely cosmetic and not generally considered worth building). This however is not how force would be applied for guests in different angles. Currently the G Forces are always based on a sitting position. no Consideration of angle of guests: this mainly applies to the Flying Coaster, Laydown Coaster, Suspended Flying Coaster, and the Multidimensional Coaster. ![]() This is a requirement for the next part though: It would make longer brake runs necessary though to keep uncomfortable drops in speed at a minimum. For the most part this wouldn't affect the game, as the human body can withstand high amounts of these. ![]() ![]() no support for Longitudinal G Forces: This is the force experienced with sudden changes in speed.Now however CPU speeds and math functions are more advanced, making improvements in this practical.Ĭurrent issues with force calculation include: This was written in an era where CPU speeds were measured in Megahertz however, so it was understandable in the 90s. There are several issues with the current force calculation model.
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