For me this was the main reason why I wanted a sequel because I like to build realistic smooth coasters and that just wasn’t possible with the old coaster builder so I’m really exited for this new and improved coaster builder
I wish they'd pay someone to curate TMTK. Separate the blueprints (they won't transfer to PC2 anyway because of textures, pieces, and themes) Then take the top 5,000 scenery/building/prop items and make sure they are covered in the base game either by Frontier or in an optimized TMTK.
For supports, I wish we can choose left, right, single column, A frame, H beam...or better yet a snapping tool that attaches to coaster track and other supports we want to add to... i believe they were going in the right direction with this when they announced the cooperhead strike model (option for track spine, catealk directions...) For intamin tracks on PC1, we only had the rectangular track but wish we can switch to the triangular one or the flat ones to make it more realstic. And the new tracks as well along with their launch fins. 6 or 7 seater B&M dive coasters with the narrow tracks. Launches on RMC hybrids and woodies. The Mack extreme spinner cars. New generation Vekomas. Foliage from planet zoo. Better designed coasters in scenarios 😂
Aye just notice the flowing crab moved in the wind. So the game probably has reel wind effects. Some coasters shut down during high winds,So aye wonder wheel it bee a part of management.
I really want the angle snapping to include 1° and 5° snapping because i feel the 11.25° and 15° is too restrictive. obviously you can just do it freehand, but sometimes I just want more precision
Would B&M dive and wing have the same type. Then sit down, floorless, and hyper. Then a suspended B&M track. Each seat type would have a different heart line tho. Also the No limits 1 coaster builder would be better, easier to use, but more customisable than planet coaster.
Besides the heartening issue you mentioned, these models would all have subtlety different collision zones and manageable levels of force as far as realism goes. I do know standup->floorless conversions tend to have taller than usual trains to get the heartening closer to where it would have been, so maybe that'd be a viable approach? Wing and dive is a bit more difficult because wings sit lower on the track and have vastly different loading irl, but again, it could be fudged.
@@stella.excite didn’t even consider loading and unloading differences! And you’re right about inversions and clearance needed. Would be more realistic to keep them separate based on that
heartlining is where the track rotates around the guests heart rather than just twisting in the center. this allows the coaster be much smoother and is how real coasters are. when you see elements like barrel rolls you could see what I mean.
Really excited about how the game will progress as their engine has likely improved so much I bet lots of these things like Tilt coasters and maybe the axis coaster would probably come later as a DLC. I bet even if switch tracks dont come on launch they will come later as an update or dlc
9:09 PS5 will not have TMTK. Sony does not allow UGC to do what TMTK does. It’s also why Fallout 4 mods on Playstation are horrible when compared to those on Xbox and PC.