Thread #12498158
File: googol.png (198 KB)
198 KB PNG
last thread:
>>12470753
last weekend map download:
https://files.catbox.moe/d3vpqr.park
Awesome Downloads:
>OpenRCT2 - Currently the best way to play RollerCoaster Tycoon. We use the latest stable version for multiplayer unless otherwise noted:
https://openrct2.org/downloads
>UCES - includes all objdata files already extracted from each scenario upon loading, and includes tracks:
http://www.mediafire.com/download/7wcrq3xl266d1bj/UCES.zip
>Amazing Earl stuff - adds some custom-made rides and scenery:
http://www.mediafire.com/download/f3jzct5v8kbzdfj/AmazingEarl.zip
>Anon's devkit v0.2
https://pastebin.com/y857FdJH
>4chan Kit v0.3
https://www.mediafire.com/file/dtzvwbcngrh0ghi/4chan_kit_v0.3.7z/file
>/vr/ct RCT1 Collab
https://files.catbox.moe/gldfii.zip
- - - - - - -
>Knowledge Base
https://web.archive.org/web/20160807005625/http://www.rctstationarchiv e.com/knowledgebase/index.shtml
>RCT1 Manual
http://replacementdocs.com/download.php?view.1111
>RCT Sites Archive
https://archive.rctspace.com/
>Headless Server Guide (PLEASE fix it)
https://pastebin.com/smsQWZtB
>Weekend Parks Archive (Needs updated)
https://files.catbox.moe/2h17nx.rar
76 RepliesView Thread
>>
>>
>>
File: 1497639109477.jpg (102 KB)
102 KB JPG
>>12498207
>>12498265
I was trying to take the low effort bit to a new height and flew too close to the sun apparently.
>>
>>
>>
>>
>>
>>
File: Joker.png (495.5 KB)
495.5 KB PNG
I am just now learning from Marcel's vids that time is measured inconsistently throughout the game, and this is probably what has been fucking up my logistics because I was too trusting of an integer.
>>
>>
>>
>>
>>
File: Unnamed-park-2026-04-11-02-17-09.png (147.6 KB)
147.6 KB PNG
>>
>>
File: Goat Quarry 2026-04-10 16-14-50.png (391.9 KB)
391.9 KB PNG
>>12500494
You will contribute and you will like it.72.31.18.168:11753
>>
>>
>>
>>
>>
>>
File: 1755851998464990.webm (2.9 MB)
2.9 MB WEBM
>>12501267
>What's wrong with Marcel?
>>
>>
>>
>>
>>12501832
>>12502223
His playstyle doesn't produce nice looking parks, but he still shares some useful knowledge. For example his video about pathfinding is interesting
>>
>>
>>
File: Porno.png (301.8 KB)
301.8 KB PNG
>Queue length only slightly more than a single coaster's capacity
>Maximum wait time is ride time divided by number of cars
>Keeps the line moving, if you're in line, you are getting on that coaster in a few seconds.
Peeps standing in line are peeps not spending money elsewhere.
>>
>>
>>
>>
>>
Is having such a low default price for rides bad game design? Like obviously the game isn't going to default to the highest price possible and you also have to consider if guests will even have enough money for it, but it kind of gives a bad impression of how much guests are willing to pay when the default price on a solid roller coast is like 1/5 what guests will actually pay for it.
>>
>>
>>
>>
>>
File: spongebob-meme-mr-krabs-money.gif (342.7 KB)
342.7 KB GIF
>>12502906
>mfw I realize just how much guests are willing to pay
I was just taking the excitement and doubling it.still charged an arm, leg, and first-born son for umbrellas though
>>
>>12502906
the price scaling for everything is screwy. Within the game, you'll almost never lower prices upon opening something, but you still need to pay attention to rides because their novelty value fades. Compare the prices in-game to real life and it only gets weirder. Modern parks make their money off of entry and shops, but with how RCT functions, pay-per-ride with cheap shops is the optimal way to play.
I have been thinking about doing an experiment with real-time parks. That is, opening the park at 10am, letting the game run untouched for the whole day, and then closing the park at midnight. The whole time the park will run with paid entry, shops with prices at the higher end of what guests are willing to pay, and free rides. I want to see how well the game functions when "years" are irrelevant and the park functions over a few real days, with guests leaving at the end of the day.
>>
>>
>>
>>12502212
Scam coasters are more about boosting the guest cap than generating cash. Thrill rides are better for that.
>>12502512
Some buffer to insulate the randomness of guest arrival is worthwhile lest you lose throughput because the line didn't fill up in time.
>>
>>12502512
>Peeps standing in line are peeps not spending money elsewhere.
Peeps standing in line are also peeps not losing happiness, and are guaranteed to be at max happiness when getting off the ride, meaning they're more likely to buy your merchslop.
>>
>>
>>
File: 1751269462180451.png (159.6 KB)
159.6 KB PNG
>>12498158
OpenRCT2 v0.5.0
https://github.com/OpenRCT2/OpenRCT2/releases
>>
File: 1642089566055.png (267 KB)
267 KB PNG
>guest buys an umbrella for $2.50 during the 2 seconds it takes me to change the price to $20 after building the first information kiosk
>>
>>
File: Goat Quarry 2026-04-12 11-02-18.png (418.2 KB)
418.2 KB PNG
The park inside the Mysterious Building is now open for business. Really happy with how it turned out because I was able to cram a rollercoaster, a motion simulator, and a launched freefall inside of it, while having that micro hyper around the outside of the reflection pool.
>>
>>
File: 1769195938462668.png (85.7 KB)
85.7 KB PNG
>>12505426
>>
>>
>>
>>
>>
File: Goat Quarry 2026-04-13 05-50-42.png (1.8 MB)
1.8 MB PNG
Weekend Map Download
https://litter.catbox.moe/95lo03.park
>>
>>
>>
>>
>>
>>
>>
>>
When i heard quarter helix i imagined a quarter corkscrew and then couldn't imagine how that would work. I don't understand what value a quarter helix is outside of damage control for when your coaster doesn't align. Adding new pieces is cool though, that guy is doing genius work. If you've ever looked up how the coaster sprites are arranged, getting it to work is something else
>>
>>12509746
>I don't understand what value a quarter helix is
It's an easy way to get a three-quarter circle turn in without the need for a dip. If it works the same with inverted coasters and conventional coasters, it means you can make steeper helices. Having more track versatility like this is going to open up a lot of options for track layouts that can't exist now.
>>
>>12509746
>damage control for when your coaster doesn't align
With such a restrictive toolkit, you either have limited track possibilities or have to make unnatural *HRNK* adjustments to line things up. Calling that "damage control" is just fucking asinine. Anyone with any intolerance for *HRNK* appreciates these piece additions. This is nearly as significant as the straight flat to diagonal sloped pieces that got added.
>>
>>
>>
>>
>>
>>
>>
File: 1755725155682204.png (832.4 KB)
832.4 KB PNG
>>
>>
File: article-0-0EE24E2200000578-23_468x433.jpg (46.2 KB)
46.2 KB JPG
>>12512595