Reanimated35

Planet Coaster

382 posts in this topic

Reanimated35    3,407

The game is highly CPU intensive. This is running on ultra and on an empty park only gets 85fps. 

If I turned off the 2 other screens and lowered the gfx I could probably bump that up, but I prefer to play in borderless window mode so I can multitask. 

specs.jpg

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pin142    524

Expect the game to do a RCT3 as your park fills. Starts fine but slowly reduces in frame rate as you keep adding to the park. Will confirm high CPU demand so plan on upgrading mine sometime in the next few months.

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Glubbo    370

Reanimated, I suggest subscribing to heaps of "main street" blueprints and either mod them into MW's main street, or learn how they've been customised to make your own.

Edited by Glubbo

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AllegroCrab    186

I think I've decided that I'm going to stick with making single coasters or dark rides in this game. In part due to the limitations of my machine, but mostly due to the amount of time I have (or lack thereof) to make things. I'll often start things and then never finish them, so I reckon I'll keep my projects small.

Keen to get playing once I get back from the UK.

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Gazza    1,080
On 26/01/2017 at 11:44 PM, reanimated35 said:

20170126234041_1.jpg

20170126234047_1.jpg

 

I'm not too happy with the scale of the DC store but I can work on that. If anyone has pics of it, that would be much appreciated. Thanks. 

Can you use a recent google earth image and do relative scaling (Eg the shop is about x% of the width of something nearby.

The store at the moment looks supermarket sized compared to GL

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Reanimated35    3,407

Yeah that's the problem I'm having is the scale of everything. I know I'm not going to get it right.

Capture.JPG

These areas especially are bugging me.

Capture.JPG

Problem is, I'm not that great at this kind of stuff, so if you've got any suggestions on what you think I could change, I'm happy to give it a shot :) 

Edited by reanimated35
spelling

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Gazza    1,080

What if you got an newer aerial image and overlaid a grid in illustrator or something. Maybe 1 illustrator square equals 10 game squares.

Use that as a guide 

Then rough in a whole park using coloured terrain to mark how big things should sort of be.

I'd keep the following things in mind.

-Looking, the shop should be about the same size as the GL station.

-The queue path entry isn't diagonal in front of the shop, it starts beside the shop, in front of the lockers/observation.

-The ticket booth canopy looks right, we can see its the same length thereabouts as GL.

-I dont think the grand arch is as "deep"

-The main "ride" section of JLs building should be about the same as the foot print as GL

etc

mwfrontaerial.jpg

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Reanimated35    3,407

I completely understand what you're saying in theory, but actually putting that in practice I wouldn't really know how to do it. 

What I've done at the moment is shrunk down the entry building so I should be able to re-scale the store a bit from that. Plus I've only got access to either google maps or the 2015 DNRM maps and google's seem to be easier to navigate and move around in. 

 

(The theming needs to be finished on the 2nd half of the building now) 

Capture.JPG

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Gazza    1,080

You can get Google Earth Pro free these days, and use the time slider to get different images.

Quote

 

I completely understand what you're saying in theory, but actually putting that in practice I wouldn't really know how to do it. 

 

Basically, start off by drawing a checkerboard over your park using terrain or paths, then within that grid colour up the the important parts.

Eg we know Main Streets central canopy is 2x5,  HSD is 4x2 at the end of it. The Intencity building is 1x2 but is half a square into the corner of HSD etc etc.

Map out the zones of your part like this in advance to get the basics right. This avoids that dreaded problem of working yourself in a corner and not having space to fit in rides you need.

Then within each area, work to detail.

 

mw grid.jpg

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Reanimated35    3,407

So how do you factor in the correct size blocks to that grid? 

The usable area in this PC map layout is approximately 180*210 blocks. 

For reference if it help, GL is roughly 22*9 for track and supports. 

 

Capture.JPG

Edited by reanimated35

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Gazza    1,080

I think the easiest way might be to build the key coasters, without theming, then get them where they need to be, then do your block size based on that, because the coasters are one thing you cant really change the size of, so everything flows from them.

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