Wiegand CoasterKart #20938
Replies: 5 comments 13 replies
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I think we should also have this the last one to be done the traditional way in the code and move forward towards objects after that, we need to de-hardcode this to make it easier in the future to allow being rides/tracks added a lot easier. |
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Opinions on if the ride should be classified as coaster or thrill ride? |
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Opinions on the ingame name and description of the ride? Currently I have: The description is not super great because I don't plan to make the speed change with riders like the alpine coaster, but I am planning to allow the user to set the speed on each track element so the cart can go different speeds at specific parts. |
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Opinions on how high the track should be? Line up with giga/mini? Others? Don't care? Even if it is the same height as giga/mini the rails will not line up perfectly |
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Opinions on how many vehicle types should be included? The minimum is one, obviously. It's this one: Although Wiegand has not advertised vehicle theming that substantially changes the panels, I think OpenRCT2 could add at least one alternative design. Potential themes include:
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It was revealed that Wiegand, along side with approving the use of their alpine coaster model, had mentioned they would like to see their CoasterKart model in the game. This discussion is my announcement of working on this feature.
Overview
https://www.wiegandslide.com/en/products/coasterkart.html
https://www.youtube.com/watch?v=x4mRJxdjMPQ
The Wiegand CoasterKart can travel at a top speed of 40 km/h. The vehicles move up autonomously in the station when a vehicle is dispatched from the loading platform. The vehicles seat 2 people and are stylized to look like an off-road vehicle. The riders can press the pedal to go faster or slower. The ride layouts feature lots of shallow banked turns and sloped banked turns with lots of landscaping, and the tracks do not go very high above the ground, approximately 4 meters max.
Current questions:
Do the rides have enforced speed zones?yesImplementation
The implementation will be relatively straightforward. The ride will be set up like a simple tracked ride that uses powered cars. The ride will allow dispatching of empty vehicles in test mode. The ride will have all vehicles move with standard powered car behavior and will not feature speed variances based on the guest. I may add the ability to set the car's speed based on where it is on the track. Here is a mockup using a mine ride:
The ride vehicle is straightforward. It will have a powered speed set no higher than 40 km/h and it will have animated restraints. Riders will ride in pairs.
The ride tracks will be made custom to match the real ride using @X123M3-256's track generator tool. The track elements will include sloped turns, banked sloped turns, and the diagonal variants of these. I intend to use this project to investigate 22.5 degree bankings for these elements. I also intend to use this project to develop ways of objectifying track types by developing structures and methods to streamline paint code.
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