dmaxsba2408 Posted August 12, 2009 Posted August 12, 2009 ^^^ I have downloaded so many parks with that peep problem. Have tried to fix it many times. Failed 90% of the time. You can try reversing land ownership and separating the path into the park from the surrounding paths. When you do this land invert the peeps should start to leave in a mass but of course no new peeps will come in. After the peeps are gone reverse if back. Sometimes it works sometimes it doesn't. You can also try (some work involved) saving your custom rides and putting your park back into the scenario editor to fix the problem and work on what other issues (space, ride selection, senery) your having. When your done restart the park and place your rides. Might want to post a reply in the RCT2 HELP thread about the problem, someone who may not read this thread my see it there and tell you exactly how to fix it. The park looks great. You should start a thread about it and show it off.
KDCOASTERFAN Posted August 12, 2009 Posted August 12, 2009 Here are a few pics(I hope of my recently completed NL coaster the green hornet.
dr.gumbo Posted August 13, 2009 Posted August 13, 2009 ^ Little bit of support over kill if you ask me.
KDCOASTERFAN Posted August 13, 2009 Posted August 13, 2009 ^ Little bit of support over kill if you ask me. That's only a small portion of the layout.
dr.gumbo Posted August 13, 2009 Posted August 13, 2009 ^ Yeah, but from what I see you've got too many supports to hold the track up. Look at how frequent supports appear on this three tubed track and compare it with yours. You should only need that many supports if you have two tubed track like this.
KDCOASTERFAN Posted August 26, 2009 Posted August 26, 2009 ^Nice but how'd you get two different colors for the spine of the lift on that invert? I'm still working on my intimidator recreation,just been too busy lately to get around to completing it at the moment & it's a long way from completion that's for sure.
MontuWillOwnYou Posted August 26, 2009 Posted August 26, 2009 My first go at a large woodie. Still a long ways away. Still a long way from completion.
coastb2 Posted August 26, 2009 Posted August 26, 2009 I am working on my lathe. The Lathe-090826131054000.bmp
KDCOASTERFAN Posted August 26, 2009 Posted August 26, 2009 I had to scrap my intimidator305 recreation because it just wasn't working out even with help from downloading the renderings from the official site.
Real Posted September 4, 2009 Posted September 4, 2009 ^Nice but how'd you get two different colors for the spine of the lift on that invert? Its 3ds... kind of like this And yes, I created those LIMS - they are 3ds, before anyone assumes otherwise.
KDCOASTERFAN Posted September 4, 2009 Posted September 4, 2009 ^Nice,I'll download it when it's ready for release. My intimidator project is going along well,I had to use the same turn around element that I used on the green hornet but after testing in the sim the only real G spikes are at the bottom of the first drop & the turn around since that is AHG'd. I hope to possibly have some progress screens up sometime soon.
BelgianGuy Posted September 8, 2009 Posted September 8, 2009 nin that just looks so fre@king awesome, nice colour scheme and very good use of supports. I hope you finish this
dmaxsba2408 Posted September 9, 2009 Posted September 9, 2009 ^ most definitely agree. Have started on a new park. It is going to be a water park. Everything will be functional. Spent many hours trying different ways to make realistic WORKING water slides that look like what a water slide should look like. I don't mean a raft going slowly backwards to the start of the ride like I have seen so many water parks do. These rides will have full guest capacity. I really think I can make this work. I am still in the editor mode right now. Working on a huge hotel that is in the park and out of the park. Figured it would just be easier to do it in the editor than constantly switch back and forth inverting land. The hotel and parking lots will not be the normal DEAD areas. They both will have plenty of things going on in them. Cars driving around, monorail stops, rides and food with paths that let you see guest using the hotel. One of the Exits to Pirate Bay water park.
ericmichaellucas Posted September 9, 2009 Posted September 9, 2009 ^ Certainly an ambitious sounding project. I may just keep an eye on this one.
themeparkman25 Posted September 9, 2009 Posted September 9, 2009 ^^Wait, how do you have working monorail stops (as in do they actually pick up and drop off guests) and how do you have working cars? Sounds awesome though, I will definitely be following that park.
Mr. Starr Posted September 9, 2009 Posted September 9, 2009 Is it too nerdy that I realized this was Raging Bull at SFGAm?
dmaxsba2408 Posted September 10, 2009 Posted September 10, 2009 ...how do you have working monorail stops (as in do they actually pick up and drop off guests) and how do you have working cars?... I have not altered the game in any way. The monorail works just as it always has and the cars will be various versions of the car ride(s) that are in the game. The monorail will make stops in the parking lot and pick up quests and bring them from their cars to the hotel and back. Guests will also be able to walk to the hotel from their cars. As for how the cars will function I am not going to share that (yet) but I will tell you they will "look" like they are slowly driving around the parking lot(s). The entire hotel and parking area is a very tricky balance of owned and unowned land that will make everything look like it is alive with activity instead of just a hollow hotel and an empty lifeless parking lot.
thrillrideseeker Posted September 15, 2009 Posted September 15, 2009 A little something something I am working on!! ~Matthew
DC High Heat Posted September 15, 2009 Posted September 15, 2009 Just a tiny piece of somethin' I'm workin' on
dr.gumbo Posted September 15, 2009 Posted September 15, 2009 ^ Jesus Christ, talk about an eye for detail.
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