Awesome, hope it helps! A side note, the version of this ride from my Stage 10 timeline park had a mistake in the construction of the ride track, so following the video will give you a better result than copying what's in the timeline park.
I was able to do a Fireball without shoe-stringing. As others suggested, use the multi-dimensional coaster track to make the ring, switch to traditional coaster cars like the corkscrew, and change the operating mode to powered launch passing station. There is a graphics issue at the top of the loop that needs covering up with scenery, but otherwise it works fine. With three circuits I even got pretty appropriate ratings (6.23, 6.45, and 6.63.) Not a bad flat ride.
I really wonder why this wasn’t part of the first 2 games. I know it was in RCT3, RCTW, and even Planet Coaster. It’s interesting considering how popular they are ahha
Yeah I'm not sure! They've been around since the '70s, so I would have thought Chris Sawyer would have heard of them. Maybe he just didn't have the time or interest to include them, who knows!
@@fidwellI think he was limited in terms of a ailable memory in the 90s, PCs then wouldnt be able to handle too many rides, so I imagine there was limitations as to what he can include.
I''m pretty sure changing the ride type to unknown ride 38 changes the behaviour of the booster track pieces. Atleast in my testing they showed a much much lower acceleration rate than other rides, so you probably need to fine tune the control track with this in mind
Yes, that's correct. This tutorial is a little outdated now. I don't ever use the "unknown ride" types anymore, as there are better ways to make your track invisible, which don't affect the ride behavior.
@@fidwell What would the other ways be exactly? Since I'm running into the problem of needing a huge control track with boosters, that I can't possibly hide underground?
@@TCrazy98 The easiest way right now is probably to make the track invisible with the ride editor plugin - openrct2plugins.org/plugin/R_kgDOHw7oPg/OpenRct2RideEditor
I played around with hacking my own but ended up with a very basic version that stops at random places on the loop. Looks like I need to go back and rebuild!
I did a quick test and yeah, multi-dimension trains work great! You'll need more cars since they're much shorter than on the corkscrew train, and I'm not sure of the exact numbers, but they do have all the sprites.
@@fidwell Awesome. Seeing this really makes me feel there's a lot of options to get creative with the detailing and train choice. Great tutorial by the way. Complex topic covered efficiently. I have one in my workbench and am monkeying with it right now. Makes me wonder how the hell someone figured this out in the first place.
@@Ne1vaan Thanks, glad it was helpful! It's pretty amazing how people figure this stuff out too. I'm just sharing what I learned from other people really
I followed your tutorial and it works great! The only problem is the ride isn't giving stats.. Any idea how to fix this? I tried lifting the track coming out of the station but still no results.
Where are people finding all these custom rides and tracks at? I thought it'd be on the OpenRCT2 forum, but I can't seem to find anything. Is it just there and I'm blind? Or is there some other place that there's a repository of these custom assets?
Nothing in this video uses custom rides or tracks. But to answer your question anyway, there isn't a single repository of custom content, but you can find a lot at nedesigns.com
@@fidwell Thank you very much! You're right, this tutorial doesn't use any custom tracks; I see stuff like the single rail coaster and the hybrid coaster around so much, and yet nobody has mentioned where to find resources like this at. Thank you for your help, and also best of luck on the Cedar Point series! I have been absolutely enthralled with it!
@@Ariakiri_ The single rail and hybrid coasters are not custom either. They are built in to OpenRCT2. You have to use cheats to use them currently, but they're there.
It has been many years since I used them, but simply put, block brakes separate the ride into multiple sections or "blocks" and stops cars until the next block brake is cleared, thus only allowing one car on a block. When the ride is operating with block brakes, the station is considered a block brake and I believe the top of chain lift hills are block brakes (it has been a while). Using block brakes allows you to run multiple trains with only a station the length of one train (most rides require all trains to fit in the station), with the max number of trains being the number of block brakes (including the stations) - 1.
@@billmight5662 Thank you for that and I want to do exactly that run more than 1 or 2 trains on a coaster but have no idea where to put these block brakes. Is it simply a length? Or perhaps a certain ride aspect?
@@leopardfrog67 It's best to have them evenly spaced out by time, however nobody will judge you if there is a 20 second wait on a block brake. They do stop the train, so they are best in slow areas, typically the top of a hill. A quick mockup of a ride where every ">" is a block brake: station (it's automatically a block brake) > top of chain lift (as I mentioned, I don't remember if chain lifts are automatically considerd block brakes) > downhill and a few twists then up a hill a bit > a loop and a few more turns > small downhill and final turn into station. I can't think of any specific roller coasters, but block breaks are very common on real roller coasters, just to ensure trains have a safe place to stop if an issue arises on the track or station.
Pretty weird - my final build ended up with 0.79 / 8.34 / 6.80. I think it is getting an excitement penalty or something? You can adjust the stats by changing the ride type (mine is Unknown Ride (38)) but that could also affect the boosters' performance.
only if there is a flat ride called "super looper" (cody watkin's rct2 custom rides) then some noobs know how to make a larson super looper without a shoestring
Because the dislike counter is hidden now, I always hit the dislike on every video, even if I like it. Like this one! Sorry. Blame RUclips. But dang, this is some really impressive building techniques. Reminds me of the elaborate minecart setups I used to build in Minecraft. Hats off.
Damn. Never ceases to surprise me what you can come up with in OpenRCT2, these days!
Perfect timing as I was actually looking for a tutorial like this today :D
Awesome, hope it helps! A side note, the version of this ride from my Stage 10 timeline park had a mistake in the construction of the ride track, so following the video will give you a better result than copying what's in the timeline park.
I was able to do a Fireball without shoe-stringing. As others suggested, use the multi-dimensional coaster track to make the ring, switch to traditional coaster cars like the corkscrew, and change the operating mode to powered launch passing station. There is a graphics issue at the top of the loop that needs covering up with scenery, but otherwise it works fine. With three circuits I even got pretty appropriate ratings (6.23, 6.45, and 6.63.) Not a bad flat ride.
Interesting, I'll have to try that out!
"See! It's a coaster!" -Six Flags Marketing Department
let's not start THAT debate haha
I struggled with 2 high diving boards in RCT3 and then you have this guy doing this…
Open RCT2 never ceases to amaze me, and its insane how tf people figure out how to do shit like this.
This was great, would love to see more of these videos! Subscribed
Thanks, glad you liked it! I have a few more videos in the works, so keep an eye out!
I really wonder why this wasn’t part of the first 2 games. I know it was in RCT3, RCTW, and even Planet Coaster. It’s interesting considering how popular they are ahha
Yeah I'm not sure! They've been around since the '70s, so I would have thought Chris Sawyer would have heard of them. Maybe he just didn't have the time or interest to include them, who knows!
@@fidwellI think he was limited in terms of a ailable memory in the 90s, PCs then wouldnt be able to handle too many rides, so I imagine there was limitations as to what he can include.
I''m pretty sure changing the ride type to unknown ride 38 changes the behaviour of the booster track pieces. Atleast in my testing they showed a much much lower acceleration rate than other rides, so you probably need to fine tune the control track with this in mind
Yes, that's correct. This tutorial is a little outdated now. I don't ever use the "unknown ride" types anymore, as there are better ways to make your track invisible, which don't affect the ride behavior.
@@fidwell What would the other ways be exactly? Since I'm running into the problem of needing a huge control track with boosters, that I can't possibly hide underground?
@@TCrazy98 The easiest way right now is probably to make the track invisible with the ride editor plugin - openrct2plugins.org/plugin/R_kgDOHw7oPg/OpenRct2RideEditor
Now this I like.....
Awesome tutorial 👌. I want to try this now 😀. Thanks for showing this cool technique in RCT. Definitely subscribing to ya!!!
Glad you liked it! It's a fun ride to build!
@@fidwell sure looks that way :). Cant wait to try it out myself.
this is insane wtf
Taylor: It's not a coaster!
This is kind of confusing but i do like it
Another really well put together video, look forward to seeing some more! May I ask what your headset/mic is? It's incredibly crisp
Thanks! I am using a Bluebird condenser mic (I don't think they make this specific model anymore though). It's a really good microphone, I agree!
@@fidwell ah, nice! Might have to look into that brand one day! Cheers
The brand is Blue, the model is called Bluebird. it's not a very great naming scheme haha
@@fidwell lol, gotcha, thanks again
Awesome video! Also where do you get your music from, I really like it... is there a soundcloud or something?
glad you like it! it's all from a netlabel called bumpfoot, they release a lot of rad tunes and it's all free and under Creative Commons!
I played around with hacking my own but ended up with a very basic version that stops at random places on the loop. Looks like I need to go back and rebuild!
Nice, good luck!
Things that would kill a Minecraft redstone player
Would the multi-dimension trains work on this or are they missing some sprites? I think those could be a really really cool effect.
I did a quick test and yeah, multi-dimension trains work great! You'll need more cars since they're much shorter than on the corkscrew train, and I'm not sure of the exact numbers, but they do have all the sprites.
@@fidwell Awesome. Seeing this really makes me feel there's a lot of options to get creative with the detailing and train choice.
Great tutorial by the way. Complex topic covered efficiently. I have one in my workbench and am monkeying with it right now. Makes me wonder how the hell someone figured this out in the first place.
@@Ne1vaan Thanks, glad it was helpful! It's pretty amazing how people figure this stuff out too. I'm just sharing what I learned from other people really
I followed your tutorial and it works great! The only problem is the ride isn't giving stats.. Any idea how to fix this? I tried lifting the track coming out of the station but still no results.
Hm, usually that will do it. Sometimes you have to close and re-test the ride after disconnecting the track piece.
So in OpenRCT2, you can just merge two separate coaster tracks no problem?
Yes, you can merge tracks, and trains will travel between them! A lot of weird ride hacks can be accomplished this way.
@@fidwell Can you use this method to make train tracks that intersect or have multiple paths?
@@vincent1935 I think so, though some of that stuff is still too advanced for me yet!
Changing the car to a 3d cinema removed the sounds, is there a way to get the sounds back? (car sound + screams)
Oh I never realized that happened! I always play with sound on too, so I'd like to know how to fix that as well...
I have absolutely no idea what is going on
Where are people finding all these custom rides and tracks at? I thought it'd be on the OpenRCT2 forum, but I can't seem to find anything. Is it just there and I'm blind? Or is there some other place that there's a repository of these custom assets?
Nothing in this video uses custom rides or tracks. But to answer your question anyway, there isn't a single repository of custom content, but you can find a lot at nedesigns.com
@@fidwell Thank you very much! You're right, this tutorial doesn't use any custom tracks; I see stuff like the single rail coaster and the hybrid coaster around so much, and yet nobody has mentioned where to find resources like this at. Thank you for your help, and also best of luck on the Cedar Point series! I have been absolutely enthralled with it!
@@Ariakiri_ The single rail and hybrid coasters are not custom either. They are built in to OpenRCT2. You have to use cheats to use them currently, but they're there.
New subscriber here and btw how the heck do block brakes work?
It has been many years since I used them, but simply put, block brakes separate the ride into multiple sections or "blocks" and stops cars until the next block brake is cleared, thus only allowing one car on a block. When the ride is operating with block brakes, the station is considered a block brake and I believe the top of chain lift hills are block brakes (it has been a while). Using block brakes allows you to run multiple trains with only a station the length of one train (most rides require all trains to fit in the station), with the max number of trains being the number of block brakes (including the stations) - 1.
@@billmight5662 Thank you for that and I want to do exactly that run more than 1 or 2 trains on a coaster but have no idea where to put these block brakes. Is it simply a length? Or perhaps a certain ride aspect?
@@leopardfrog67 It's best to have them evenly spaced out by time, however nobody will judge you if there is a 20 second wait on a block brake. They do stop the train, so they are best in slow areas, typically the top of a hill.
A quick mockup of a ride where every ">" is a block brake: station (it's automatically a block brake) > top of chain lift (as I mentioned, I don't remember if chain lifts are automatically considerd block brakes) > downhill and a few twists then up a hill a bit > a loop and a few more turns > small downhill and final turn into station.
I can't think of any specific roller coasters, but block breaks are very common on real roller coasters, just to ensure trains have a safe place to stop if an issue arises on the track or station.
@@billmight5662 Thank you a very thorough explanation and for taking the time to respond as well, cheers.
Thanks for the great explanation!
What's that soundtrack called?
It's "Mission" by Tatsu, from www.bumpfoot.net/bump020.html
@@fidwell thx. Nice video. Legendary game
Not that it would matter much but what are the stats of this coaster?
Pretty weird - my final build ended up with 0.79 / 8.34 / 6.80. I think it is getting an excitement penalty or something? You can adjust the stats by changing the ride type (mine is Unknown Ride (38)) but that could also affect the boosters' performance.
only if there is a flat ride called "super looper" (cody watkin's rct2 custom rides) then some noobs know how to make a larson super looper without a shoestring
Well yeah you could do that, but I personally think those rides look kind of unnatural
@@fidwell i think your right rct2's style of the super looper is a bit unrealistic with that "looping ship" beam
Legit confused as to what’s going on 🤣🤣🤣
what
Just download the custom flatride.
I am exceedingly lazy.
Sure, you could, and I can't stop you... personally I just think this version looks WAY better
Because the dislike counter is hidden now, I always hit the dislike on every video, even if I like it. Like this one! Sorry. Blame RUclips.
But dang, this is some really impressive building techniques. Reminds me of the elaborate minecart setups I used to build in Minecraft. Hats off.
it's not invisible to me :'(
Wtf?