Take advantage of all that OpenRCT2 has to offer with these simple and fun tutorials! Here you will find videos on how to build your own custom flat rides, tips to expand gameplay, tricks with plugins, and more as I uncover new possibilities in this classic game. I aim to make all these tutorials easy and fun so that anyone can follow along and enjoy the game as much as I do.
If you have any questions, do not hesitate to ask. I am happy to help!
For more on myself, check out my personal RU-vid and blog in the links below.
While this is really cool, I can't help feeling all that effort is wasted as you will never really see it. You could just put a flat ride in the building and save a bunch of work.
Very true. Would be easy to throw a 3D cinema inside a building and call it Pirates of the Caribbean but there goes the fun part of building the ride! 😁
OK, this ride (or the program, not sure which) is really starting to annoy me. I've built it two times in this park. Done it correct, step-by-step following the directions while building it, and got it all correct both times. And both times it will do the same thing. While testing it, it comes up with all the stats (and the numbers are almost exactly what you show in the video), but it never comes up with the three ratings numbers. It just keeps listing them as undetermined! Why is this game (not your excellent tutorial, just this game) doing this to me?!?!?
Sorry you’re having trouble. First check the Ride Vehicle Editor plugin and make sure under Edit Stats you don’t have “freeze rating” checked. If that isn’t the issue, close the ride, then use tile inspector to raise a piece of track up and then move it back down into position and open the ride.
@@openRCT2tutorials Nope, freeze ratings is not checked, and even after raising and lowering one of the track pieces with the tile inspector, it just won't give any ratings what-so-ever.
@DisneyBatchman Hmm, usually raising the track of the control track when it’s closed does the tricks. Alternatively you can use the plugin to manually set the stats and freeze them
OK, this time raised and lowered a piece of the *control* track, that didn't work, either. I wonder if it is possible it is a problem caused by the fact then while it was being built, the control track went outside of the park boundaries. (After using your scenery editor hack to shorten the control track, it is now inside the fence, but maybe when it went outside during the building, that permanently messed something up?)
No, wait, the last tie I built the ride and it worked properly, in a prior build, the control track also went outside the park bounds, and it still worked fine. I now have no idea why there is a problem here.
Having had these fail to ever be openable on me twice now, I'm including a word of warning on this design, while noting you'll be absolutely fine if you follow the instructions exactly. However, problems can come up if you take the idea and expand on some of your own thoughts. If you do different numbers of vehicles (perhaps because your vehicles are small enough or large enough that your trains become too short or don't fit together, there has to be enough room between the back of the last car and the front of the first car because if the first car reenters one end of the station before the last car leaves it, then the game thinks it has never left the station, so never starts counting the number of circuits. So now I have to tighten up my cars a bit so they can register. Just something to be aware of if your start building new versions of your own.
Yeah that is the problem with a non-shoestring method. That’s why I only show the specific method in the tutorial. Otherwise you encounter the same issue you have. Another option is using whatever vehicle but using an odd number and make the even numbered vehicles invisible. Usually stops the problem of a vehicle always in the station
Again, I've built it, I like it, but I have to ask, where did you find the supports at the top of the blue and white tower? Please tell me each corner was not made of 9 individual pieces ... that would be horrible to put together.
Yeah the supports are the wooden post from the Wild West scenery. I used several for each side so yes, it is a lot of pieces. Scenery manager plugin makes it easy to copy and paste each side and rotate. The diagonal pieces are custom scenery
@@openRCT2tutorials Some day I've got to *really* learn how to use that. I guess I will need to go to all the work once, then save it, so I can just plop it down the next time! Did you see the park file I sent you? Will be even more of your rides in the next one. I'm only a month into the build, and have already built 2 of the kiddie rides, and there will be at least two more, possibly 3 or 4. And that's just variation on the Kiddie Ride.
First off, I've now built this, and like it a lot. Secondly, I have to ask, where did you get the diagonal supports used in the decorations. I've checked most of the sets I have available, and have not yet managed to find these!
There are two ways. One is custom scenery for the diagonal support piece. The other is using the largest turn of the wooden coaster and copying that triangle piece in tile inspector and pasting it where needed.
@@openRCT2tutorials Well, I'm almost finished with Dynamite Dunes, and at this point have something like 14 of your rides in it. One to two more days to go (mostly building coasters on the actual dunes), then it'll be time to start showing off pictures and a park file.
Yes, I do plan on showing off some of my parks! I have already posted yours of Rainbow Towers (where this madhouse was built) as well as my Cliffside Park and also Notre Donalds! There will be more to come!
Here's another warning!!!! If you are trying to build this in one of the original scenarios where the base land is set at -5 feet, it won't let you build this, as it says the track goes too low. I'm gonna have to raise the entire land the slide is going to be on, to allow this to fit, and start over. Ouch! Why'd the original idiots make the base land at -5 feet, anyway???
Yes, it is a problem if the land is too low, however, you don't have to follow my design underground. You could connect all of the tracks without going so deep. I just chose that method in the example because it was easy to copy and paste.
@@openRCT2tutorials This one was difficult. More difficult than anything else but the Parachute Jump. I got it finished, though. Since this a slide, not a full-blown ride, I made the alpine cars invisible, so you (mostly) only see the peeps. Also, I learned a thing here. Don't try and move the entrance/exit until the absolute very end. About six times in a row, I would move the entrance and exit, then try and put the ride in test, just to be told I couldn't test the ride because there was no entrance/exit. In trying to test, it would remove the entrance/exit. Gotta put it in final test before you move those! But I got it done, and finally working. Also did the madcap, but it was one of the easiest.
Glad you got it working! Hopefully they can come up with a solution where entrance and exits that have been moved won’t disappear every time the construction window is opened.
@@openRCT2tutorials Actually, it may not be opening the construction window, but closing it. 'Cause goofball me was moving the exits while construction window was open, and soon as I closed it they vanished.
Now that I've got this built, and am trying to decorate it, I have more questions. How do you have the track visible but avoid the footers on the trackitecture? And how do you keep from having a spare drop tower littering the landscape? In the course of building it, I have reached the point of really liking this, but still trying to figure out the trackitecture part of it!
To avoid footers, use the tile inspector and lower the track piece below the surface, or, use base blocks that are invisible color. You could copy the base of another drop tower and paste it in, or you can change the ride to a roto drop or launched free fall and build in the base by changing it to an elevator and building the station, but this can be tricky. I really don’t enjoy using trackitecture so I try to avoid it but this was the best I could do for this ride! I’m sure some others can improve upon my design.
I'm debating on this one ... on the one hand, it is cool, in as far as the ride vehicles goes, handles twice the capacity of the CFR someone did of this, and gets roughly 1 point more excitement ... on the other, that trackitecture frame is pretty iffy, and I sure don't have the skills to do any better. I think I'll do it at least once, just to be able to say I've done so ... but doing it again in the future might depend on finding a better way to provide 'framing' for the ride. Anyway, when I finish my current run-through on Dynamite Dunes, I'm going to have at least 12 or 13 of your rides in it. If desired, when I'm finished, I can send you a park save to see them in use, and the places I've added my own mods to your designs (4 small rides in the ride combo, and 12 parachute jumps.) BTW - I'm almost sure the crashing on the jumps was due to track conflicts between control track and the actual vehicles, since when I moved the control track one further space out, it worked fine.
I’m glad you got the parachute drop figured out! And I’d love to see your park when it’s done! But I do agree, the paratrooper is hard to get it looking great with trackitecture. It’s not my strong suit.
@@waba320sc that’s very strange. I can’t replicate this on mobile. Is this on desktop or mobile? I have over 30 videos and at least 6 or more short videos and a few playlists. Strange that you’d only see one video
@@waba320sc I'm really sorry you're experiencing these issues. I cannot seem to replicate what you're seeing. I've looked at my channel on desktop and mobile and don't have this issue. Try just visiting youtube . com@openrct2tutorials
I'm having an interesting situation with this ride, at this point. If I build version one, with a single train, it works fine. Every time I try building version two with the multiple trains, when I go to test it, it blows up. This takes so long to build, this is very annoying. But I think I may know why. I do a slightly larger version with 12 parachutes, and the placement of a couple of the towers intersects with the control track. All I can guess is, with a single train, either the cars pass through each other without difficulty, or with only one train I get lucky in the timing, and things don't interfere. I think on the next attempt, I'll move the control track another tile further out, to try and avoid conflicts between them. Oh, and even building this in a pay for the park, instead of pay by the ride, it's still VERY difficult to do without cheats because of the expense of raising and lowering so much land! OUCH! Still very cool, though, which is why I keep trying!
I'd have to know more on why the trains are exploding to diagnose the problem. Whether it's from actual collisions or the train going off the track. But yeah, it is a very costly ride to build if you aren't using cheats. My WindSeeker tutorial is also a costly one due to its height.
We've got a ride called Dragonfly at Lagoon, and I've long puzzled over how one would make it look good. It's a very small swing ride but it has three small circling sections.
That’s an interesting ride; I just looked it up. Can’t really achieve both of those motions in the game at the same time. The closest I got was my spinning teacups ride but it doesn’t look right without spinning vehicles.
@@openRCT2tutorials Yeah. I've thought about it cause I've considered doing a recreation of Lagoon someday, but some rides like that and Mondial's Samurai are really complicated. I am impressed that some rides like the paratrooper ride you've figured out how to recreate.
@WasatchWind That would be a fun park to see! There are so many flat rides I’d love to build but the game is quite limited in what motions can be replicated.
It could be done but the control track wouldn’t affect rotation. The rotation of the vehicles would be set on the giant loop each vehicle is trapped on. So same rotation every time around.
Cool video ... if you left a blank space in between, could do this to make trios with actual Rotodrop cars or Launched Freefall cars? Just a longer 'transfer track' and two s-bends each, and you might be able to get three full rides in say a 5x3 space. (5x2 might be possible, but seems too tight to me.) Though I think it ought to be possible to do, I'm n ... have you ever been responding to something for the first time, and suddenly you are convinced it isn't for the first time? Deja vu. I was starting to say I can visualize this, and I think it ought to work, but that I'm not sure I'm ready to do the amount of work it might take to do it, but suddenly got the feeling I'd already said this, about this video, weeks or months ago, even though it was only released today. Now I'm gonna have to check my comments on past videos and see if I might have said almost the exact same thing on another tower-style ride that might have come close enough to cause this. Sigh. My mind being severely broken aside, great video!
You can definitely do this for roto or launched free fall rides! I forgot to consider that in the tutorial but it is something I’ve already tried. They have to be the same operating mode so you can’t have one tower as a launched free fall and the other as a drop tower, though.
Thanks! It was a logical progression from my ride combos tutorial and applying that to vertical stations. Trying to figure out more ways to apply these tricks!
Coming back to an older ride, as I'm starting a new (old) map and including several of your rides in them. The problem for me (what determines if I will build them in my parks) is can I charge enough to make it worth it. For example, though the Parachute Drop was really cool, I won't really ever bother building it again because it's stats were so low I couldn't charge enough for it. The multiple kiddie ride creation has the opposite problem ... it's stats are far too high. I can't feel good about charging people $18.60 for a kiddie ride. But I can lower the price to a couple of bucks, and all that happens are people celebrate how cheap it is. This is the one I'm finding myself wondering about. You got incredibly low stats on this, which means people don't want to pay a lot for it. But when I last built it in a previous park, I got a fair amount better stats than you did, somehow, allowing me to charge what I considered a decent amount for the ride. ($5 - $7 sounds fairly reasonable to me.) It'll be interesting to see what I get on it this time. [edit]But what is it saved as? You can't save Hybrid coasters, so it must be as something else ... but when I look under mini suspended, it's not there, either, so I'm wondering which kind of coaster it is saved as?[/edit]
This is true, the stats are always an issue with hacked rides. The Ride Vehicle Editor plugin that I use in a lot of my videos allows you to manually edit the stats, which is one way to workaround the issue. Another, specifically for this ride, is try making the ride vehicle the jet ski and then use the Ride Vehicle Editor plugin to manually change it to a roto drop vehicle. This should boost the stats considerably, due to the fact the jet skis have 75% excitement and intensity bonuses.
@@openRCT2tutorials But if you manually change the stats, it doesn't affect what the guests are willing to pay. My attempt to try and get around this (and it seemed to work fine) was to do all my decorating and things to boost the stats, then freeze them (so they are real stats, just frozen), *then* switch to the single rail coaster to bump the car into the air a little further. It's having people happy to pay about $5, which doesn't seem a horribly bad price. Also, just as an aside, there are a few of your rides I won't use because others already made custom versions of those rides. I'll still watch the videos, like, and comment, to give your channel a boost, but for example, I already have the Paratrouper ride as a CFR without having to hack it. But many of these I do love, and will use frequently. Leap Frog will almost certainly be in every park I ever build for the rest of my life!
@@DisneyBatchman That is a great workaround, freezing the stats before changing the ride type. I generally don't pay attention to what guests will pay since I pretty much only play with pay per entry parks. As for custom flat rides, I think the reason I started this account was because I don't like the CFRs that currently exist. They are either too small and/or don't seem to fit in visually with the rest of the game, but to each their own. And hence, I am always trying to find new rides to create via hacks!
Final comment on these today ... WOW! I don't quite know how, but the ratings on these are over-powered. Tiny kiddie rides with ratings of 7.00/6.88/1.57!
Just working on the finishing touches of my test creation of this. Many vehicles I wanted to choose were too big to fit even four on a thing, so I had to be more selective, but I think my choices have worked out nicely. I do have to ask one question ... where did you find the poles to hold your roofs up? Overall it seems to work pretty well, though I'll have to check things in an actual 'real' park build soon.
Yeah, some vehicles are probably too large for a good fit. I know the rocket cars are definitely to big. The poles are just the standard poles from the lamps and benches tab.
I think if I were to do this (and I'm really thinking about it, even if just for the experience) I would do it with four trains/rides. And I'd have to think of two different vehicles to add in, because I absolutely hate the helicopter, and think it is about the ugliest thing ever. In a busy park with lots of rides, things going on, and some extra scenery, I think I'd notice the peeps walking through parts of the ride to enter and exit little enough that I could ignore it. Great possibilities here.
That would be awesome! There isn't really a limit to how many rides you could combine into one (255 is the game limit for number of trains). Just depends on how long the ride length is so that peeps aren't just constantly loading. As for vehicles, there are so many options... so many different car ride vehicles to choose from, the flower power bumper cars, horses, motorbikes, go karts, etc!
I think you made slightly more work for yourself in one part of this. When I was placing the entrance and exit, I used the opposite sides, so I had to move them and lower them, but not rotate them. Not really important, but the realization hit me, and I thought I'd mention it. So with the even number cars set to mini-golf, what does the game do as far as how many people the ride sits? Is it 10 (five two-passenger cars) or do some people somehow get on the mini-golf 'cars?' I set mine to 7 laps, 9 mph and a 40 second ride length. Low through-put, but it is a kiddie ride.
The mini golf vehicles should be set to 0 seats in the plugin by default. You can always manually change the number of seats but it won’t change how the vehicles look. So only the dragon flyer cars should actually seat people (2 each). But for increased capacity, you can decrease the number of laps and/or retheme the ride by using the suspended swinging airplane cars or the suspended swinging seaplane cars which each hold 4 guests instead of two.
I don't know if there is a glitch in the latest version of Open, or some other kind of problem, but today when I decided to try and build one of these (I watch your videos immediately, but it may be a few weeks before I get around to opening the game and trying to build them ... hey, life is busy sometimes), but I've run into a problem that no matter what coaster I try and switch it to, it doesn't give me a number of circuits option. I don't seem to be able to currently make this ... unless my mind is glitching, rather than the game. [edit]Nevermind ... maybe that save file got corrupted or something. Starting with a fresh game, everything works as expected. But now I lose all the progress I'd made on that particular park. Phooey.[/edit]
Thanks god i wachted your video. the tipp with the "advance" checkbox was so usefull. i finally can use all my new pathways. i always wondered how i can enable them ingame.
Great job ! Is it possible to increase the number of cups set ? I noticed a set is composed of vehicles with a step of 15. If we reduce the step, we have another cups set, but not synchronized. Any suggestions ?
You mean having more cup vehicles available for riders? You could use the edit ride vehicles plugin and manually place the cups to where you want them. I did try this with 4 sets of 3 cups. It’s doable but not as easy as the method in the video.
@guillaumecardon I’m not sure about 5 sets since they might start running over each other but I definitely know 4 is possible by manually moving them into position. Takes some trial and error.
@@guillaumecardon Wow, you're absolutely right! I just tested and it works great with 43 vehicles. Maybe I'll have to make a Spinning Teacups 2.0 video!
This is great! Is this still possible with flat rides that don't have stations? My idea would be for 1 queue line for multiple motion simulators. Anybody have any tips?
If you go all the way back to my first videos, there is one called Mirrored Rides. It shows how you can use the tile inspector to copy flat rides, however they will all operate at the same time. It’s just creating a copy of the image basically. Using cheats, you could increase the number of buildings/cars to increase capacity or use a plugin.
The lights on the tower are custom scenery called 1/4 tile light that could be found on nedesigns website. There are a few other objects that are from Deurklink’s discord server which is basically recolorable versions of the scenery items from the expansion packs. And I also used some coaster track to make some of the rounded parts and top of the tower
With the use of plugins, I assume you can't save the layout for later uses? And if so, could it be faster to rebuild having the scsnery tricks to make, while the track copied? (Still did not try advanced layouts and scenery techniques, but anyways! Great job, you revived my love of this game)
I’m so glad I could inspire you! I usually include a saved track design for download for my tutorials where it is easily possible to do so. However, this ride cannot be saved as a track design for later and has to be built from scratch. It’s entirely possible to build it without the scenery manager plugin or even the ride editor plugin, just use the bobsled track or dinghy slide. It takes time to learn all these tricks so I hope my tutorials make all of these hacks super easy and approachable since OpenRCT has allowed us to get so much more out of this old game! 😊
Sometimes when I do the shortened station, specifically with two trains, on blocked sections, it decreases the number of trains. Example, I say 5 trains, for 6/7 blocks, but only 2/3 show up. Any idea why?
Is the cheat “disable vehicle limits” turned on? You should be able to select up to 32 trains with the cheat on. However, as you know, you have to have at least one less train than total blocks for it to operate.