#12 - Rollercoaster Block Sections - Planet Coaster Tutorial - Realistic Looking Parks

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  • Опубликовано: 10 июл 2024
  • #planetcoaster #toptips #realistic #themepark
    In this episode we look into block sections, the guiding principles of them, how to set them up, then how to space your trains through them..
    No basic and pro for this one this time..
    The series is split into 2 difficulty levels: BASIC and PRO. The idea is that if you are a new player or a console player without access to Theme Maker's Toolkit items then you can still create realistic parks but the Pro's amongst us can sink their teeth into the Pro level and really put their PC's to the test!
    Please consider subscribing if you also like to play Tycoon, City Builders and Simulation Games. There's a lot more videos coming and I'd love to have you come along with me!
    Or, head over to Twitter or Facebook to stay in touch:
    / nerdchacho
    / nerdchacho
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Комментарии • 15

  • @The_MenraC
    @The_MenraC Год назад +3

    For those of you who are unfamiliar, a block zone is a section of track that only one train may occupy. At the end of a block zone is a method to stop the train in case the next zone is still occupied. This is the safety system that prevents roller coaster trains from colliding with one another.

    • @Nerdchacho
      @Nerdchacho  Год назад +2

      Ah.. this one again.... 🤣

  • @Couponuser16
    @Couponuser16 3 года назад +7

    Excellent video! It would be cool if during in game ride break downs one of the cars would stop on a block and you could actually see cascading train set ups and guest evacuations.
    Quite frankly, you should be affiliated with Frontier and helping them develop realistic scenarios for Planet Coaster 2. Feels like this series is just asking for hyper realistic simulation scenarios to play through.

    • @Nerdchacho
      @Nerdchacho  3 года назад +4

      I wish Frontier even knew who I was! Sadly, not.. haha.. Until then, I'm happy to break their game and use it in ways people didn't intend! :D

    • @austinboynton8494
      @austinboynton8494 3 года назад +1

      Yes frontier needs you for alot of things including makeing loading and unloading more realistic

    • @Nerdchacho
      @Nerdchacho  3 года назад +2

      @@austinboynton8494 I'd be happy to help them if they ever asked.. Trouble is, a lot of "realism" stuff doesn't equate to casual gameplay mechanics. It's the same reason we didn't get open / closed days or seasonal opening / maintenance

  • @TheBumblebee481
    @TheBumblebee481 3 года назад

    Another top video

    • @Nerdchacho
      @Nerdchacho  3 года назад

      Thanks for coming along!! :)

  • @michaelgreenslade7260
    @michaelgreenslade7260 3 года назад +2

    How would you deal with queue sorting and pre-shows?

    • @Nerdchacho
      @Nerdchacho  3 года назад +1

      I wonder if I could make something of this... I sort of touch on it in an earlier episode... I think it was 2, with pathing.. Was there anything specific you wanted to know?

    • @michaelgreenslade7260
      @michaelgreenslade7260 3 года назад

      @@Nerdchacho I just wish it was something that Frontier could do to break the queue into smaller chucks that would equal ride vehicle capacity. It would be very cool to “real up” and have several duplicated pre-show rooms to equal trains in operation and load and unload times. Game AI would have to have an upgrade.

    • @Nerdchacho
      @Nerdchacho  3 года назад +1

      @@michaelgreenslade7260 I totally agree with you. I played with this idea in Raygate Lake for Curse Of Drakeford Manor, but of course it isn't game operable.. I'd love to see stuff like dual stations, pre-shows and pre-batching on flat rides, but, I'm not a coder.. I expect there are design decisions they took to not do these in the same way that there must be a reason that the flat ride pads are just so massive..

  • @austinboynton8494
    @austinboynton8494 3 года назад +2

    Awesome loving the series. I have a question what do you think about this? So in real life loading and unloading time would take longer than in game because in game the guests just teleport into there seats instead of gently getting into there seats they also have harness checks in real life which arent in game, so my question is would setting min time intervals and min and max departure times be something to kinda get closer to the real life times? Because I've noticed that in game ques dont get as large as they do in real life I'm just looking to get as realistic as possible

    • @Nerdchacho
      @Nerdchacho  3 года назад +2

      That.. That is an awesome question. So, my examples of 30 and 60 seconds are "real life" times and 25 - 40 are in-game times. Remember that IRL guests don't board one-by-one, but all at the same time, so it is "reasonable" to achieve "theoretical capacity" (even if the teams have to be working full-pelt to do it) to board and check a eurofighter size train in 30 seconds and a longer B&M train in 60, Intimin rockets some-where around 45. You'd have multiple staff working multiple sides and in sections, checking, maybe 8 - 12 seats each.
      For example, naming no names, parks or companies, I've timed a Eurofighter leaving the station after 20 seconds, a launch coaster after 35, B&M invert in 36 and a wing after 40 (that was only held up by the length of the ride cycle and not station inefficiency). All perfectly safely and properly checked. The teams were just damn good at what they did. Although, Tyler over on Coaster Studios did a series of timing dispatches and the typical times are slightly longer.

    • @austinboynton8494
      @austinboynton8494 3 года назад

      Thank you this is very helpful