4:50 Before moving your track selection, ensure your Falloff in "Move Track Settings" (found in the settings tab in Edit Mode) is set to "Centre" with horizontal set to "Relative", otherwise your movements might look odd..
Actually I'm not really sure how either of those settings actually work lmao. The vertical setting makes sense, you either move the node based on the world's "up" or the track's "up" at that point, but I can't make sense of the other two
Thanks so much! I spent so much time wondering why mine moved differently to the video. Day 1 on PC2 & clearly I have slot to learn. Although I have no idea what these settings do but it worked 😊
this might seem like an odd request but could you do a general shaping tutorial? like some tips and tricks for building non specific elements like s bends and airtime hills, as well as ways to make sure a custom element is shape pretty realistically no matter what. great video btw!
Biggest thing is to just make sure the lateral gs are as close to 0 as possible. It’ll force you to adjust the shaping to keep it smooth and you’ll end up with pretty realistic shaping
Airtime hills you just want to have steep inclines where when the coaster is at the top, it's relatively brief and at 0 to -1 Vertical Gs. So I am working on a RMC wood coaster that's first hill is 216ft with a 67.5 degree drop. Next hill is 56.5 degree incline to 173ft and achieves a 0.1 Vertical G which is called floater airtime. You can realistically push them towards -1G no more than -2Gs for what's called ejector airtime. Floater airtime (anything below 1G down to 0) increases excitement, ejector (negative G forces) increases fear/nausea. I find it fun to give coasters 2-4 small airtime hills at the end that push -1Gs to keep the excitement/fear up even at the end of a ride.
Would love a tutorial on b&m invert zero g rolls and corkscrews since they are so different than the in game options. Thank you for this wonderful tutorial
A follow up to this, it would be awesome to see the three types of B&M invert corkscrews (Batman "Wingover" Style, Raptor "Flat Spin" Style, and Montu (still has the snap but has more traditional shaping))
Nice guide, thank you! Would be interested in a tutorial on vertical twisting (top hat entries/Hyperia style drops), the track limits can be so annoying!
Literally the tutorial I've been looking for... May I ask.. how on Earth would you do the non inverted immelman of Hyperia (just after the drop) because I can never get planet coaster to comply with the upwards curve.. there must be a secret... What I'm seeing here, though, is build it like your first part of the loop and move it out afterwards?
Glad to help man! I'd say the best way to build something like that is to try and build with the curve and not to worry about the shaping until you smooth it. If you have to make something extremely cursed at first, chances are it'll be alright by the time you smooth it! I might end up doing that element as a tutorial though, sounds like a good suggestion!
Hey, TPW. DON'T DO THIS. Dustin (from Skyline Attractions, known for inventing the 4m method) found out that you can simply use the new 'dragging feature'. Build a long straight section, select that and the loop, and drag the whole thing to the side. Done in under a minute.
Just tried this yesterday with the premier rides launch coaster, it worked pretty well except when I tried to drag one whole side of the loop over, the top half wanted to move the opposite direction from the bottom half. I tried with the 89 degrees and 90+ degrees for the crossing over section but still had that issue either way. But, I was able to drag pieces individually at the top and it ended up working pretty well anyway, definitely much better than trying to build the sideways movement in while creating the loop shape, so thanks for the tutorial!
Damnit, I was working on a video just like this. I was gonna do it unscripted earlier this week, but then decided to write a script and record it tonight or tomorrow. 😂 Nice work though. I'm excited to see more in this series. Your PlanCo 1 element videos were always super helpful.
When I try to move the loop over in edit mode it creates the curve in the middle of the loop rather than at the top as shown in the video. Do you know why this might be the case?
I cannot wait for the modding community to finally give us a real unlimited track angles option. I’m getting so tired of building elements in like 5 degree increments because removing the track limits in settings Doesn’t actually do anything.
I just can't get mine to work ahh! every time i go to move it, i have like, one wild piece that goes the opposite way and won't adjust. Does anyone know a fix or something I'm doing wrong? the only thing different I'm doing is that I'm doing an inverted coaster and the loop is only 70ft tall.
I will never understand why frontier didn just got some players liek you and others who are good in building coasters to make the ingame blueprints and elements. And also just scenery, maps etc
Lol yeah the pre-made coaster blueprints are terrible, I think the PC2 ones are even worse than in PC1. They seem to have zero understanding of g-forces, banking, realistic coaster element shaping, etc.
Really appreciate the tutorial brother. Im trying to recreate the DC Rivals Coaster from Movie World Australia but am having trouble with the drop. it does a 90 degree turn mid drop an I cant seem to be able to do that. If you know how to would you please be able to show how thanks alot. Ive subbed as well.
Should be titled "How to Build delete, rebuild, delete, rebuild , delete..." Was SO annoying watching track be repeatedly laid then deleted and relaid. Also very confusing.
That's just how smooth, realistic coasters are made in this game. He was checking the angles of the pieces he had previously placed to make the loop symmetrical. Once you understand the game's mechanics, the tutorial really isnt confusing at all
It is just showing you the exact process you will have to take and everyone has your take when building custom inverts in this game. You just can’t poop out a perfect one you have to go through a process. This isn’t roller coaster tycoon.
TERRIBLE GAME DON'T BUY. If you played coaster 1 you will know this is shit all the people that are pushing this game are paid content creators .DON'T BUY THIS GAME IT WAS RUSHED AND GRAPHICS ARE BLURRY ON ALL EVEN THE TRACKS
I appreciate you thinking Frontier would pay me to play their game haha, I can assure my views are my own and it's not actually a crime to enjoy a new game with some bugs 👍
4:50 Before moving your track selection, ensure your Falloff in "Move Track Settings" (found in the settings tab in Edit Mode) is set to "Centre" with horizontal set to "Relative", otherwise your movements might look odd..
What does falloff do? I see that horizontal and vertical changes the axis those move on, but I can't tell what falloff does
Actually I'm not really sure how either of those settings actually work lmao. The vertical setting makes sense, you either move the node based on the world's "up" or the track's "up" at that point, but I can't make sense of the other two
Also, it seems to be the opposite for the move at 5:49, falloff must be 'even' and horizontal must be 'world'
Thanks so much! I spent so much time wondering why mine moved differently to the video. Day 1 on PC2 & clearly I have slot to learn. Although I have no idea what these settings do but it worked 😊
@@acceleradam thankyou so much bro
I did fancy a refresher, that's a beautiful loop.
Thanks man, a refresher never hurts 😌
this might seem like an odd request but could you do a general shaping tutorial? like some tips and tricks for building non specific elements like s bends and airtime hills, as well as ways to make sure a custom element is shape pretty realistically no matter what.
great video btw!
Biggest thing is to just make sure the lateral gs are as close to 0 as possible. It’ll force you to adjust the shaping to keep it smooth and you’ll end up with pretty realistic shaping
Airtime hills you just want to have steep inclines where when the coaster is at the top, it's relatively brief and at 0 to -1 Vertical Gs.
So I am working on a RMC wood coaster that's first hill is 216ft with a 67.5 degree drop. Next hill is 56.5 degree incline to 173ft and achieves a 0.1 Vertical G which is called floater airtime. You can realistically push them towards -1G no more than -2Gs for what's called ejector airtime. Floater airtime (anything below 1G down to 0) increases excitement, ejector (negative G forces) increases fear/nausea. I find it fun to give coasters 2-4 small airtime hills at the end that push -1Gs to keep the excitement/fear up even at the end of a ride.
Would love a tutorial on b&m invert zero g rolls and corkscrews since they are so different than the in game options. Thank you for this wonderful tutorial
A follow up to this, it would be awesome to see the three types of B&M invert corkscrews (Batman "Wingover" Style, Raptor "Flat Spin" Style, and Montu (still has the snap but has more traditional shaping))
This is the best coaster build tutorial I’ve seen yet. Much appreciated!
Nice guide, thank you!
Would be interested in a tutorial on vertical twisting (top hat entries/Hyperia style drops), the track limits can be so annoying!
The goat is pumping videos holy shit
Literally the tutorial I've been looking for...
May I ask.. how on Earth would you do the non inverted immelman of Hyperia (just after the drop) because I can never get planet coaster to comply with the upwards curve.. there must be a secret... What I'm seeing here, though, is build it like your first part of the loop and move it out afterwards?
Glad to help man! I'd say the best way to build something like that is to try and build with the curve and not to worry about the shaping until you smooth it. If you have to make something extremely cursed at first, chances are it'll be alright by the time you smooth it! I might end up doing that element as a tutorial though, sounds like a good suggestion!
Love your guides, look forward to more!
Hey, TPW. DON'T DO THIS. Dustin (from Skyline Attractions, known for inventing the 4m method) found out that you can simply use the new 'dragging feature'. Build a long straight section, select that and the loop, and drag the whole thing to the side. Done in under a minute.
What are you talking about? Can you explain in further detail?
@@First-Drop-Studios i put a video on my channel for it
Just tried this yesterday with the premier rides launch coaster, it worked pretty well except when I tried to drag one whole side of the loop over, the top half wanted to move the opposite direction from the bottom half. I tried with the 89 degrees and 90+ degrees for the crossing over section but still had that issue either way. But, I was able to drag pieces individually at the top and it ended up working pretty well anyway, definitely much better than trying to build the sideways movement in while creating the loop shape, so thanks for the tutorial!
I will always love that the default colors are Raging Bull
we are so back, tpw content is here 😎
Awesome! Looking forward to more!
Damnit, I was working on a video just like this. I was gonna do it unscripted earlier this week, but then decided to write a script and record it tonight or tomorrow. 😂 Nice work though. I'm excited to see more in this series. Your PlanCo 1 element videos were always super helpful.
would love a top hat tutorial intamin new gen style, looking forward to more vids :)
This is so helpful, thank you! 😄
pure perfection
When I try to move the loop over in edit mode it creates the curve in the middle of the loop rather than at the top as shown in the video. Do you know why this might be the case?
I Would love to see a zero G Roll or a half loop turn thing like the element after icon second launch
I needed this tutorial
my prayers have been answered
I don't have my hands on this yet but I hate the in game inversions on the first game. I assume these are the same.
Thank you so much for this, I've been struggling A LOT with making smooth special elements. Can you make one for rolls too?
Is there a setting to show your banking on the previous loop half without having to delete and go back?
Can you please do a b&m invert drop and rmc drop
Can you please do a tutorial for slim b&m invert loops like raptor has
God that is smooth...
I cannot wait for the modding community to finally give us a real unlimited track angles option. I’m getting so tired of building elements in like 5 degree increments because removing the track limits in settings Doesn’t actually do anything.
Why you don't use the available looping specials ? Is it for teaching purpose or is it better to build the loops manually?
Can someone help me, for some reason the track limits thing wont let me make the lateral part of the loop its so stupid
I just can't get mine to work ahh! every time i go to move it, i have like, one wild piece that goes the opposite way and won't adjust. Does anyone know a fix or something I'm doing wrong? the only thing different I'm doing is that I'm doing an inverted coaster and the loop is only 70ft tall.
Can you do a corkscrew please?
I will never understand why frontier didn just got some players liek you and others who are good in building coasters to make the ingame blueprints and elements. And also just scenery, maps etc
Lol yeah the pre-made coaster blueprints are terrible, I think the PC2 ones are even worse than in PC1. They seem to have zero understanding of g-forces, banking, realistic coaster element shaping, etc.
Really appreciate the tutorial brother. Im trying to recreate the DC Rivals Coaster from Movie World Australia but am having trouble with the drop. it does a 90 degree turn mid drop an I cant seem to be able to do that. If you know how to would you please be able to show how thanks alot. Ive subbed as well.
How do you do this on console 😢
Subscribed
When he says it’s will work on console but he selects half the track and moves it 😢
second
As beutiful as the shape is, I do not like the small track pieces. It doesn't look good and reaaliocistic at all.
Should be titled "How to Build delete, rebuild, delete, rebuild , delete..." Was SO annoying watching track be repeatedly laid then deleted and relaid. Also very confusing.
That's just how smooth, realistic coasters are made in this game. He was checking the angles of the pieces he had previously placed to make the loop symmetrical. Once you understand the game's mechanics, the tutorial really isnt confusing at all
It is just showing you the exact process you will have to take and everyone has your take when building custom inverts in this game. You just can’t poop out a perfect one you have to go through a process. This isn’t roller coaster tycoon.
TERRIBLE GAME DON'T BUY. If you played coaster 1 you will know this is shit all the people that are pushing this game are paid content creators .DON'T BUY THIS GAME IT WAS RUSHED AND GRAPHICS ARE BLURRY ON ALL EVEN THE TRACKS
I appreciate you thinking Frontier would pay me to play their game haha, I can assure my views are my own and it's not actually a crime to enjoy a new game with some bugs 👍
How are you adjusting the height of the track so smoothly and in smaller increments?