AArdvark wrote: ↑
Thu Oct 03, 2019 5:01 pm
I recommend Douglas Adams' Last Chance to See. There's a part about river dolphins in there.
on another note, is it possible to make a Mexican coaster where people fly out of the cars in a horrible accident?
That's cute. And the more I think about it, that's how I want to go out. To explain:
Here is my review of NoLimits 2 on Steam:
I mean, how do you review this? It is by far the best coaster designer/simulator on the market, and has been for quite some time. So if you want a coaster designer/simulator, there is no other reasonable choice.
That was in 2016. It was true then. It was true when it first came out. It was true when NoLimits 1 came out. It's true now. It has literally been the only thing available that does what it does for nearly two decades. It has zero competition. It is a genre unto itself. Planet Coaster, Parkitect, Roller Coaster Tycoon 1-3, etc., these are wonderful games, but they are not roller coaster simulators, any more than Dig Dug is a mining simulator.
NL2 is a roller coaster simulator. And as such, the design/building process is long, painstaking, ENDLESSLY frustrating, engrossing and infuriating. At any moment, your dreams and skills are bound to run into real-life limitations, and while NL2 will allow you to build whatever you want, its ever-present G-force combs, speed combs, radius combs, etc, will pummel into you, in bright red colors, why your coaster sucks. So you'll slave over that track that Planet Coaster would let you build in 5 minutes, and you'll slave over it for hours.
And if you watch enough tutorials, and study the craft enough, one day you might actually just finish your masterwork, and connect the end of the track with the beginning, and look upon your creation, and think, man, it was a rough journey, but I did it. I actually designed a roller coaster that would WORK, in real life, and I'd want people to ride it.
And then you realize that your entire track which you've worked on for hours and days is just sitting there, hovering above the ground.
Shit. It's a coaster simulator. We have to add supports.
Again, we see the difference between a coaster simulator and a game. In the game (Planet Coaster/Parkitect/etc.) it just builds you reasonable-looking supports as you go. Nobody wants to have to deal with that. In the simulator, you realize that building the track was at most half the battle. You sigh deeply, realizing the "fun" part, which was so endlessly tiring and frustrating, is over, and now the real work begins.
This is a unique experience in the videogame world. Building supports for your NoLimits coaster has a number of characteristics, which while often found separately, are never so clearly and definitively found in concert in computer gaming:
1. It isn't fun.
2. Virtually nobody will notice.
3. You feel like you have to do it.
It isn't fun, because it isn't fun.
Nobody will notice, because unless you upload your creation to hardcore online community, it will never be seen, and even if they see it, they'll just call your coaster a piece of shit, and won't even mention the supports.
You have to do it, because otherwise all you have to show for your efforts is a roller coaster track hovering in mid-air, which is ridiculous.
If you watch the scant video of the Quimera
coaster accident, you see that the bogies disconnect from the last car, which then flies off of the track, and then the riders in said car are instantly killed when their heads slam into the support on the left side of the track.
That is how I want to go out, because:
1. It's super-quick and painless.
2. Someone designed the support structure for that ride, and did NOT enjoy doing it, and is now sitting there going, oh great, all that work, and it still offed two Mexican dudes.
So, I'm dead, but also some coaster support engineer is out there going "Come ON, I spent HOURS on that shit, and you got face all over it!!"
I feel your pain, mystery support engineer.