Quite a few people are saying that the reason the design with the faster chainlift as more breakdowns is probably just that it's going around the track more times, but that's not true. Even if your ride doesn't have a chainlift at all, increasing the speed of it will still increase the number of breakdowns.
I always wondered why the default chain speeds were so slow when there was seemingly no downside to increasing it. It's such a small detail to add that I doubt more than a handful of people noticed.
This is one of those crazy weird facts about RCT2 that I never knew, and it's the sort of thing that I love about older games. All those little details, and all the interesting strategies they give, like lowering the speed of the chain lift on pay to enter parks, to keep guests on rides for longer and optimize to keep your rides cheap.
@@ducky_vt3982Yeah. I would really like a video that breaks down all those little settings that I always set the same way and explain why it might be a bad idea.
@@alexlowe2054 why would you decrease chain speed, which decreases throughput, in an effort to keep rides cheaper? If you cant charge much for the ride, then cycling as many people as possible as fast as possible will generate the most revenue. the longer someone is on the ride, the less money the ride and the park is generating.
the fact that some random guy was just like "yo what if i made an entire set of sprites for a new coaster type" and it's just *in* openRCT2 now warms my heart
@@SuperFromND do you still have the videos privated on your channel or are they long gone There's this website that exists to preserve open hexagon packs and alot of yours seem just lost to time
iirc there's some technical issues still limiting what can be done, but they're being worked on. I'm looking forward to being able to add a few new flat rides - they're not as exciting as coasters, but there's definitely been some innovation in that space since the 90s!
@@nthgthUnfortunately EA is really aggressive in protecting their brands. They don't do anything with them, but they hate it when others try to do something with them.
If “Ride Improvements” ever becomes a thing again, I think things like “higher chain lift speeds” or new track pieces for coaster groups (not individual rides) could make R&D a little more interesting. Also welcome back, Ride Overviews! Even if it’ll just be for the three new OpenRCT coasters.
expanding that, i'd like to see some sort of R&D unlock that somehow modifies breakdown rates so maybe you get higher chain lift speeds and then later on you get lower breakdown rates on higher chain lift speeds
I was just talking about the New Texas Giant with a friend the other day. It really is a marvel how they were able to transform that old back-breaker into something so smooth and thrilling. If you ever come to the states Marcel, you have to give it a try - it truly is an experience to behold.
The Iron Rattler at Fiesta Texas is also an amazing ride. I haven't had a chance to make it back to Cedar Point since the rebuilt Mean Streak as Steel Vengeance, but I imagine it is also a blast to ride!
fun fact: RMC themselves have given the blessing for the hybrid coaster - which is what allowed it to be added with the hybrid coaster name into the game and be shipped with ORCT2. they've even shouted out OpenRCT2 in an AMA!
it would be nice if they included some "normal" scenarios in OpenRCT2 that include the new rides. They should have a community scenario design contest or something and feature them in the game.
@@mattiatorX sounds great. Because new scenarios is what we need. And if some of them include the new rides in the starting park, the player instantly sees what they can do.
I have really enjoyed making RMC’d versions of some of the original coasters, like Big Dipper at Bumbly Beach. It’s a nice little challenge to refresh and rethink them with some of the new elements!
I feel like this roller coaster has been given things that the creator wished more attractions had (faster chainlift, larger banked turns, the possibility to build the steep lift-vertical track-steep lift structure...). Not that I'm complaining, it's just that those are things I had noticed could have been useful in the past.
Everytime I see an informational video like this, I always come back. Ngl a lot of the other videos were really not my personal thing, but these purely informational videos are just great.
The fact you're still creating RCT2 videos to this day.. makes you a legend. ❤️ This was most likely the most played PC game I ever had, besides Ultima Online which has so many hilarious memories of a much simpler time.
You really need the balls to make a hard design like that work. Some will try to cockblock you, but that would just be a dick move. You have erected something beautiful there.
Hi Marcel! I am so happy I came across your channel as I have learned so much about gameplay that I never knew and it really enhances things. I have been playing since I was a kid and I never built my own coasters because I am not very good at it but you have taught me that it's actually not difficult to make a coaster that meets stat requirements along with many other useful tips that make gameplay more fun. Thank you for making these videos! Much appreciated!
Haven't played this since I was a young teenager, the too addicted 12-year old. Those were Golden Years, thanks for bringing me back... ... I always had this game in the back of my head as "the coolest game ever, but I never had time to finish it/enjoy it all." You're my hero, suddenly an Old School dream is quite quick, and I can high five myself from the future. Thanks again
Nice! I've quite enjoyed adding the Hybrid Coaster to parks via the object selector menu. It's a really great addition to the game, and the Coaster type is very strong. I learned a few things from this vid as well, specifically the stuff about chain lifts! I don't think I've ever built a Hybrid with a chain lift, since I just friggin love launched lift hills. But knowing about the steep hills and some of the tricks gives me ideas... Thank you Marcel for this great video. And special thanks to Extreme256 for making the coaster type!
I love building with these coasters, though I constantly find myself getting frustrated with the lack of traditional loops and corkscrew elements that are present with the single-rail design. Here's hoping that they'll be added in one day
Probably the reason why the Hybrid Coaster doesn’t have access to Corkscrews and loops is because the real life RMC don’t feature those inversions. RMCs mostly have tight barrel or heartline rolls. The quarter loop element may seem out of place until you realize Goliath at SFGA has a quarter loop type element. The reason why the Hybrid coaster has a launched lift hill is because of Lightning Rod. You can see this same design philosophy in coaster types of the original game. Like the looping coaster that has a vertical as the only inversion. Just like the coaster type in real life. The flying coaster only has twists and quarter loops, while the lay-down coaster has both of those, plus vertical loops and corkscrews. Just like real life. But, sure it would cool to have corkscrews and loops on the hybrid coaster.
The hybrid coaster is the wooden version of the giga coaster and twister coaster. Amazing stats, amazing features, big price. Definitely a coaster that would come up late in a scenario.
Would be lovely if the old coasters get more elements too. Personally I want down/upward turns for the water slide. Oh and Helixes for them too. I know it isn't ambitious but I love slides.
Nice to see our local hybrid, Twisted Cyclone at SFoG, there at 1:14. A friend of mine cracked a rib on its wooden predecessor, Georgia Cyclone -- the ride was THAT rough. I flatly refused to ride it. But Twisted Cyclone is an excellent, compact, thrilling ride. I love it.
I like the balance decision that faster chain lift = more breakdowns. Does a launch also increase breakdown rate, and does that only apply to the newly added types? A video on breakdown rate would be interesting.
To me it looks like it's just connected to the number of laps, the faster chain lift coaster just rides more often in the same time it makes sense it would break down more often. Could be a chance per lap or guest
So, Steel Vengeance at Cedar Point would be a hybrid coaster in RCT then. Makes sense to me. I'm kind of happy seeing RMC Conversions available in-game. Thanks for doing a video on them. :)
The artwork of this new coaster blends in so well!! I had crush on this coaster at first sight. Will there be any chance of vertical loop being added to this coaster in the future? Vertical loop supported by hybrid structure will look so cool!
In Netherlands we also have this coaster in real life, it's the Untaimed Coaster in the Dutch rollercoaster park Walibi Flevoland (also hosts the giga coaster Goliath).
At first I thought there is no way to make new coasters fit in. But no, this thing is balanced and fits very well. All things it does well are offset by a downside. Fast launch? Higher breakdown rate. Good throughput and ticket price? High building cost. Really like a later design that improves on something old and adds features from other coasters. And wow, large sloped turns... That means lots of speed.
Good evening Marcel, I've been playing RCT2 the last few nights (with OpenRCT) after a while off. I usually set patrol areas for the staff and it got me thinking about how they work and how to make a patrol area optimal for each different staff member. Would be cool if you could do a video on it.... Particularl emphasis on why handymen don't like to sweep would also be cool! Cheers!
So I am a huge fan of RMC Hybrid coasters, Steel Vengeance and Iron Gwazi to name a couple. I was stoked when I saw this get released, a little disappointed that not all the elements they use in real life can be implemented in the game, but still happy they released it. There's no wave turns, and the zero G stall is too short, there's no way to extend it in the game to make it look like the ones in real life (Goliath, Arie Force One, Zadra). Another thing to note, is that if you have too many "air time" moments, the stats go crazy high. You basically can't duplicate the real rollercoaster Steel Vengeance because the ride in the game would be too intense due to the excessive air time.
Marcel, I love your RCT content. But eventually you'll have presented every line of code to us, that is a day I fear since you manage to give me passion for a game I don't even play. Do you think you'll move on to Planet Coaster 2 at some point? I intend to get that one, and I'd love your wisdom about it once you've acquired it :D
Rct3 has some nice variety of coasters and flat rides. I wonder if there is any wish to add them into OpenRct2; I would love to see some more variety within the flat rides, even if we’re talking only reskins here. But I’m speaking here without having the slightest idea of how doable this is
This has actually been done! RCT2 vanilla has the Twist, but OpenRCT2 adds numerous reskins, including a Tilt-a-Whirl! There are probably other examples I can't think of right now.
@@nthgth The Tilt-a-Whirl is not part of OpenRCT2, it was made by a guy going by Amazing Earl back in the 2000s, long before OpenRCT2. OpenRCT2 currently does not currently include any new flat rides, but it is compatible with those made for vanilla RCT2. However, if new flat rides do get added to OpenRCT2, they do not have to be reskins - it is possible to add something completely new.
OpenRCT2 already has an alpine coaster which was a ride type RCT3 had, and there is a pipeline coaster and hydraulic launch coaster in development. None of them work the same way as they did in RCT3 though, there are differences. On flat rides there has been little interest, someone tried making a Huss Condor but that's about it.
This is super tiny, but a lot of these track designs could be very slightly optimized by making them a second or so longer. Many of them have a train arrive just before the next train departs, causing the arriving train to stop, unload guests and then move forward again. If you time it so that the train arrives just as the other one departs, it won't have to slow down and can instead pick up guests right away. The time it takes to fill a train does depend on the walking speed of the guests, so it's a bit random, but if you make the track a bit longer it would most likely have slightly higher stats and a chance at slightly higher throughput.
Marcel, can you go over handymen, mechanic, etc. algorithym? It would be interesting to see how they work! For Example: How do mechanics know which ride to fix or perform maintenance to?
Recommended video: Why did Rollercoaster Tycoon die? OpenRCT2 devs: What was that? We couldn't hear you over the sound of us *adding new coaster types.*
I do have one criticism of the Hybrid Coaster implementation and that is the lack of vertical loop and corkscrew elements found on B&M inspired track types. IRL, these don't exist, but it would be nice to have it. I feel a same level of disappointment with the lay-down (corkscrew variant) and B&M Flying Coaster. Can't even do a flying vertical loop or pretzel loop without it looking janky in vanilla RCT2. I think OpenRCT2 improves that. The Zero-G Roll, steep and slightly inclined, is quite the deviation from the traditional parts. Maybe one day save the track designs with new track elements as a TD6, or whatever format OpenRCT2 settles on.
This video came out one day before I went to Cedar Point, which has a Hybrid Coaster, Steel Vengeance. Sadly it was down for maintenance the entire time we were there.
If anyone thinks that the Hybrid Coaster's stats are a bit overpowered, I invite them to ride a hybrid coaster in real life. Hands down the best roller coasters I've ever ridden have all been hybrid coasters. They are so fast, so smooth, and just all around fun! Easily my favorite coaster type, even more than giga coasters, which were my previous favorite! (Sorry Millennium Force...)
One day, we'll get tilt coasters, gentler slopes, slope with brake graphics, more-than-vertical drops, and patches to the heartline twist allowing turns and buffing it's mean-spirited stats, and the game will be perfect.
It's possible in OpenRCT2 to change a ride's type as you're building it, so it actually is possible to put things like turns and dive loops on your Heartline Coaster. The Bobsled track looks really good for the turns, and you'd need to use something like a Twister or LIM Launched Coaster for the dive loops.
IRat is my favorite coaster in the world. The drop off the quarry wall is so lovely. I’ve been on Steel Vengeance or SteVe as it’s known a couple times, but it’s just so aggressive I’m not crazy about it
Seems like the Hybrid Coaster is to the Wooden Coaster as the Giga Coaster is to the Looping Coaster; endgame equivalents to the iconic formats, complete with amped-up stats, features, and prices
as far as i understood it, hybrid coasters arent actually wood and steel construction, theyre steel and aluminum styled after wood coasters with their own rail setup so they can more easily do inversions.
This makes me so hopeful to see an expansion of the special track peices. I would love to see hyper smooth turns. Why: I want to make coasters that can go 200mph that are guest rideable (after tests). I managed to do it once, but I had to use brakes before even thinking about adding a hill or a turn. Cheers on going over this design. :)
The main difficulty with adding new track pieces to existing coaster types is sprites. You can see it when for example using the RCT1 era trains of the looping coasters on a track with sloped banked curves (which didn't exist yet in RCT1) the train will move through these as if they are regular sloped curves. In fact you can see it in action at the comparison at 11:38. the Giga coaster cars are all over the place when going though the loop because the vanilla cars are not supposed to make this move.
Question from the uninitiated: Is the higher failure chance possibly something to do with the ride time being shorter rather than directly to the chain lift speed? Running through the ride quicker would make it cycle faster and thus run into breakdown triggers more often. Could be wrong, shower thought.
Kinda funny how the Hybrid is more expensive than the Twister when one of the big reasons for getting one if you are a park was that it was a cheaper alternative too steel coasters.
Actually they could still add things including newer coaster designs, track pieces and more parks to the game on RCT Classic mobile if they did more DLC
I'm a bit worried about the power creep as the hybrid coaster does appear to surpass almost every other coaster type in the game. It's two defenses are that a) this reflects real life development and b) it's to Twister Roller Coasters (one of the highest quality coasters in the original) what wooden coasters are to steel coasters.
Regarding the breakdowns, 178, 223, and 283 per 50 year. What would be the ration of breakdown per total number of runs/laps. You have after all more laps in a 50 year period with a faster chainlift. So I'm curios if the rate is about the same or if there is any variance. (post before finishing the video, but I don't think you will return to this subject after moving on to another topics)
Quite a few people are saying that the reason the design with the faster chainlift as more breakdowns is probably just that it's going around the track more times, but that's not true. Even if your ride doesn't have a chainlift at all, increasing the speed of it will still increase the number of breakdowns.
I always wondered why the default chain speeds were so slow when there was seemingly no downside to increasing it. It's such a small detail to add that I doubt more than a handful of people noticed.
This is one of those crazy weird facts about RCT2 that I never knew, and it's the sort of thing that I love about older games. All those little details, and all the interesting strategies they give, like lowering the speed of the chain lift on pay to enter parks, to keep guests on rides for longer and optimize to keep your rides cheap.
@@ducky_vt3982Yeah. I would really like a video that breaks down all those little settings that I always set the same way and explain why it might be a bad idea.
@@alexlowe2054 why would you decrease chain speed, which decreases throughput, in an effort to keep rides cheaper? If you cant charge much for the ride, then cycling as many people as possible as fast as possible will generate the most revenue. the longer someone is on the ride, the less money the ride and the park is generating.
@@abtwopoint0 he meant in a scenario that is pay per entry and not per rides
"Nothing gets me more aroused than looking at a nice, smooth hybrid coaster."
-Marcel, 2024
to the visuals of the best hybrid coaster design ever.
19:48
Marcel spends a lot of time standing in the bushes near Untamed at Walibi Holland
Not even a large woody?
I nearly shot my drink out my nose laughing when he said that
the fact that some random guy was just like "yo what if i made an entire set of sprites for a new coaster type" and it's just *in* openRCT2 now warms my heart
That “random guy” in question is Edward Calver, better known by his alias of “X7123M3-256”.
HAHA I FINALLY FOUND YOU FORMER OPEN HEXAGON UA-camR
@@CentralJerseyRailfan Hello, fellow New Jerseyan! Nice to see another one of us out in the wild! :)
@@BlissBee JEEZ thats a name i havent heard in a while! yes yes i did OH stuff way back in the day :>
@@SuperFromND do you still have the videos privated on your channel or are they long gone
There's this website that exists to preserve open hexagon packs and alot of yours seem just lost to time
It's really cool how OpenRCT2 just straight up adds a few new ride types
I'm hoping Openrct2 will make add the arrow pipeline coaster, and the s&s screaming squirrel, and the Intamin ball coaster soon someday!
iirc there's some technical issues still limiting what can be done, but they're being worked on. I'm looking forward to being able to add a few new flat rides - they're not as exciting as coasters, but there's definitely been some innovation in that space since the 90s!
The rct community is seriously one of the best ones out there. I've yet to hear of a bad apple and it's always so active and passionate.
Absolutely.
I wish there was an OpenSim City 4 too
@@nthgthUnfortunately EA is really aggressive in protecting their brands. They don't do anything with them, but they hate it when others try to do something with them.
@@dashcharger24 EA sees someone do something better with their games and throw a tantrum 😂
That transition of the coaster tracks at 1:30 is incredibly smooth.
If “Ride Improvements” ever becomes a thing again, I think things like “higher chain lift speeds” or new track pieces for coaster groups (not individual rides) could make R&D a little more interesting.
Also welcome back, Ride Overviews! Even if it’ll just be for the three new OpenRCT coasters.
Sounds awesome
expanding that, i'd like to see some sort of R&D unlock that somehow modifies breakdown rates so maybe you get higher chain lift speeds and then later on you get lower breakdown rates on higher chain lift speeds
In the cheat menu you can select “unlock operating limits” and make the chain lift as fast as you want.
I was just talking about the New Texas Giant with a friend the other day. It really is a marvel how they were able to transform that old back-breaker into something so smooth and thrilling. If you ever come to the states Marcel, you have to give it a try - it truly is an experience to behold.
The Iron Rattler at Fiesta Texas is also an amazing ride. I haven't had a chance to make it back to Cedar Point since the rebuilt Mean Streak as Steel Vengeance, but I imagine it is also a blast to ride!
fun fact: RMC themselves have given the blessing for the hybrid coaster - which is what allowed it to be added with the hybrid coaster name into the game and be shipped with ORCT2. they've even shouted out OpenRCT2 in an AMA!
["The chain lift] is back with a vengeance"
You mean a Steel Vengeance... 😂
I was going to comment the same thing 😂
@@ols1022 beat you to it! 😂
And 100 thumbs up? Awesome
it would be nice if they included some "normal" scenarios in OpenRCT2 that include the new rides. They should have a community scenario design contest or something and feature them in the game.
It’s a work in progress as we speak, via the OpenScenarios project.
@@mattiatorX sounds great.
Because new scenarios is what we need. And if some of them include the new rides in the starting park, the player instantly sees what they can do.
@@HappyBeezerStudios It definitely seems like that will be the case in some scenarios.
I tend to go into object selection and drag out some rides if they're fitting but it would be nice to not have to do that
I have really enjoyed making RMC’d versions of some of the original coasters, like Big Dipper at Bumbly Beach. It’s a nice little challenge to refresh and rethink them with some of the new elements!
Thanks for featuring my coaster! Such a nice video, with great information.
I feel like this roller coaster has been given things that the creator wished more attractions had (faster chainlift, larger banked turns, the possibility to build the steep lift-vertical track-steep lift structure...). Not that I'm complaining, it's just that those are things I had noticed could have been useful in the past.
I love that RCT2 is still alive thanks to Open RCT2.
Everytime I see an informational video like this, I always come back.
Ngl a lot of the other videos were really not my personal thing, but these purely informational videos are just great.
So glad they added the Hybrid Coaster into the game! 😍
The fact you're still creating RCT2 videos to this day.. makes you a legend. ❤️ This was most likely the most played PC game I ever had, besides Ultima Online which has so many hilarious memories of a much simpler time.
19:48 I don't want to apologize for Marcel showing of my beautiful coaster. You're welcome everyone. ;)
It’s great man 😂
Nice touch with the fountain
You erected an excellent coaster. It really gets the blood pumping
You really need the balls to make a hard design like that work. Some will try to cockblock you, but that would just be a dick move. You have erected something beautiful there.
Hi Marcel! I am so happy I came across your channel as I have learned so much about gameplay that I never knew and it really enhances things. I have been playing since I was a kid and I never built my own coasters because I am not very good at it but you have taught me that it's actually not difficult to make a coaster that meets stat requirements along with many other useful tips that make gameplay more fun. Thank you for making these videos! Much appreciated!
Great overview, and nice to see my designs featured! 🥳🥳
Haven't played this since I was a young teenager, the too addicted 12-year old.
Those were Golden Years, thanks for bringing me back...
... I always had this game in the back of my head as "the coolest game ever, but I never had time to finish it/enjoy it all."
You're my hero, suddenly an Old School dream is quite quick, and I can high five myself from the future.
Thanks again
Nice! I've quite enjoyed adding the Hybrid Coaster to parks via the object selector menu. It's a really great addition to the game, and the Coaster type is very strong. I learned a few things from this vid as well, specifically the stuff about chain lifts! I don't think I've ever built a Hybrid with a chain lift, since I just friggin love launched lift hills. But knowing about the steep hills and some of the tricks gives me ideas...
Thank you Marcel for this great video. And special thanks to Extreme256 for making the coaster type!
That chain lift speed / breakdowns balancing is great.
hello bro - i bought RCTC a week ago and your video are super helpful - thx for the uploads! - this game is super sick
I love building with these coasters, though I constantly find myself getting frustrated with the lack of traditional loops and corkscrew elements that are present with the single-rail design. Here's hoping that they'll be added in one day
Probably the reason why the Hybrid Coaster doesn’t have access to Corkscrews and loops is because the real life RMC don’t feature those inversions. RMCs mostly have tight barrel or heartline rolls. The quarter loop element may seem out of place until you realize Goliath at SFGA has a quarter loop type element. The reason why the Hybrid coaster has a launched lift hill is because of Lightning Rod.
You can see this same design philosophy in coaster types of the original game. Like the looping coaster that has a vertical as the only inversion. Just like the coaster type in real life.
The flying coaster only has twists and quarter loops, while the lay-down coaster has both of those, plus vertical loops and corkscrews. Just like real life.
But, sure it would cool to have corkscrews and loops on the hybrid coaster.
@@Technical-Inspirations actually, the lay down and flying only have the small half loop and not the quater loop normally
A ride overview episode, Christmas comes early
The hybrid coaster is the wooden version of the giga coaster and twister coaster.
Amazing stats, amazing features, big price. Definitely a coaster that would come up late in a scenario.
9:05 Ooh, I love that black/red color scheme, super cool
A massive thank you to the developers for the amazing work they do to keep improving this game
Thank you too Marcel, for the awesome videos 👍
Time to drop everything, 20 minute Marcel Vos video oh man.
Would be lovely if the old coasters get more elements too. Personally I want down/upward turns for the water slide. Oh and Helixes for them too. I know it isn't ambitious but I love slides.
Nice to see our local hybrid, Twisted Cyclone at SFoG, there at 1:14. A friend of mine cracked a rib on its wooden predecessor, Georgia Cyclone -- the ride was THAT rough. I flatly refused to ride it. But Twisted Cyclone is an excellent, compact, thrilling ride. I love it.
14:30 I assume a new video coming up about the physics
I hope that Openrct2 will add the arrow pipeline coaster, and screaming squirrel coaster someday!
I had an Arrow pipeline coaster under development, I posted a lot of videos to the the Discord.
Very enjoyable ride overview! Bit of a shame I forgot to make one to send in, but oh well xD
I like the balance decision that faster chain lift = more breakdowns. Does a launch also increase breakdown rate, and does that only apply to the newly added types?
A video on breakdown rate would be interesting.
To me it looks like it's just connected to the number of laps, the faster chain lift coaster just rides more often in the same time it makes sense it would break down more often. Could be a chance per lap or guest
_"And also for the Gigacoaster"_
Yesss keep going my superior friend.
I enjoyed seeing all the users on the OpenRCT2 servers that I recognize
Hello everyone!
Hi Dr. Nic- Er, hello Marcel Vos! Another great video, amazing way to showcase creations from the community too! ♥
The hybrid coaster is such a beautiful coaster type, I really cannot get over it
So, Steel Vengeance at Cedar Point would be a hybrid coaster in RCT then. Makes sense to me. I'm kind of happy seeing RMC Conversions available in-game. Thanks for doing a video on them. :)
omg, I want immediatly go to the old scenarios and add some to my parks.
> coaster physics being slightly different based on cardinal directions
Wow, and years before Minecraft's funky minecarts, too.
Need to ride Wild Cat's Revenge at Hershey Park. Closest hybrid coaster near me. Looks super fun! Great vid as always!
I love this data stuff, really shows how little changes can effect the balance of the game
Marcel Vos the Boss!
The artwork of this new coaster blends in so well!! I had crush on this coaster at first sight. Will there be any chance of vertical loop being added to this coaster in the future? Vertical loop supported by hybrid structure will look so cool!
RMC hybrid coastsers are my favorite IRL coasters. Steel Vengeance!
much love to the people adding rides to a 22 year old game.
Babe wake up new Marcel Vos Ride Overview just dropped
"The guilt for spamming micro coasters..."
fr 😄
In Netherlands we also have this coaster in real life, it's the Untaimed Coaster in the Dutch rollercoaster park Walibi Flevoland (also hosts the giga coaster Goliath).
Thx for trying to cheer me up on the 2nd worst day of my year
At first I thought there is no way to make new coasters fit in.
But no, this thing is balanced and fits very well. All things it does well are offset by a downside. Fast launch? Higher breakdown rate. Good throughput and ticket price? High building cost.
Really like a later design that improves on something old and adds features from other coasters.
And wow, large sloped turns... That means lots of speed.
Good evening Marcel, I've been playing RCT2 the last few nights (with OpenRCT) after a while off. I usually set patrol areas for the staff and it got me thinking about how they work and how to make a patrol area optimal for each different staff member. Would be cool if you could do a video on it.... Particularl emphasis on why handymen don't like to sweep would also be cool! Cheers!
So I am a huge fan of RMC Hybrid coasters, Steel Vengeance and Iron Gwazi to name a couple. I was stoked when I saw this get released, a little disappointed that not all the elements they use in real life can be implemented in the game, but still happy they released it. There's no wave turns, and the zero G stall is too short, there's no way to extend it in the game to make it look like the ones in real life (Goliath, Arie Force One, Zadra). Another thing to note, is that if you have too many "air time" moments, the stats go crazy high. You basically can't duplicate the real rollercoaster Steel Vengeance because the ride in the game would be too intense due to the excessive air time.
leuk dat een Nederlander deze video's maakt ik speel het nu ook weer en probeer alle contracten te doen
7:28 I used to build Kingda Kaa style rides with 100mph+ chain lifts and was wondering why they break down every few minutes. That explains it
Here's a Nice Smooth Thumbs Up
OMG THAT LAST COASTER 😭😭😂😂
Would love to see those new track pieces on twister and inverted coasters
oh hey, i just watched your video talking about the addition of this coaster and the rail one last night. 😮😮
I've also had 283 breakdowns in the last 50 years
Marcel, I love your RCT content. But eventually you'll have presented every line of code to us, that is a day I fear since you manage to give me passion for a game I don't even play. Do you think you'll move on to Planet Coaster 2 at some point? I intend to get that one, and I'd love your wisdom about it once you've acquired it :D
Rct3 has some nice variety of coasters and flat rides. I wonder if there is any wish to add them into OpenRct2; I would love to see some more variety within the flat rides, even if we’re talking only reskins here. But I’m speaking here without having the slightest idea of how doable this is
This has actually been done! RCT2 vanilla has the Twist, but OpenRCT2 adds numerous reskins, including a Tilt-a-Whirl! There are probably other examples I can't think of right now.
@@nthgth The Tilt-a-Whirl is not part of OpenRCT2, it was made by a guy going by Amazing Earl back in the 2000s, long before OpenRCT2. OpenRCT2 currently does not currently include any new flat rides, but it is compatible with those made for vanilla RCT2. However, if new flat rides do get added to OpenRCT2, they do not have to be reskins - it is possible to add something completely new.
@@XRM- oh, I was sure I've seen it in there, and other unfamiliar Twist variants. I guess I was wrong!
@@nthgth You probably got it from a server you joined or a park you downloaded - they don't come with OpenRCT2
OpenRCT2 already has an alpine coaster which was a ride type RCT3 had, and there is a pipeline coaster and hydraulic launch coaster in development. None of them work the same way as they did in RCT3 though, there are differences. On flat rides there has been little interest, someone tried making a Huss Condor but that's about it.
openrct2 is just magic
beat every scenario with only the heartline
This is super tiny, but a lot of these track designs could be very slightly optimized by making them a second or so longer. Many of them have a train arrive just before the next train departs, causing the arriving train to stop, unload guests and then move forward again. If you time it so that the train arrives just as the other one departs, it won't have to slow down and can instead pick up guests right away.
The time it takes to fill a train does depend on the walking speed of the guests, so it's a bit random, but if you make the track a bit longer it would most likely have slightly higher stats and a chance at slightly higher throughput.
19:48 ayo what the fu-
Marcel, can you go over handymen, mechanic, etc. algorithym? It would be interesting to see how they work! For Example: How do mechanics know which ride to fix or perform maintenance to?
I cannot remember what video, but I think he talks about them in one video about the handymen and mechanics, including vandalism and such.
Recommended video: Why did Rollercoaster Tycoon die?
OpenRCT2 devs: What was that? We couldn't hear you over the sound of us *adding new coaster types.*
I was not prepared for that ending...
I do have one criticism of the Hybrid Coaster implementation and that is the lack of vertical loop and corkscrew elements found on B&M inspired track types. IRL, these don't exist, but it would be nice to have it. I feel a same level of disappointment with the lay-down (corkscrew variant) and B&M Flying Coaster. Can't even do a flying vertical loop or pretzel loop without it looking janky in vanilla RCT2. I think OpenRCT2 improves that.
The Zero-G Roll, steep and slightly inclined, is quite the deviation from the traditional parts. Maybe one day save the track designs with new track elements as a TD6, or whatever format OpenRCT2 settles on.
This video came out one day before I went to Cedar Point, which has a Hybrid Coaster, Steel Vengeance.
Sadly it was down for maintenance the entire time we were there.
If anyone thinks that the Hybrid Coaster's stats are a bit overpowered, I invite them to ride a hybrid coaster in real life. Hands down the best roller coasters I've ever ridden have all been hybrid coasters. They are so fast, so smooth, and just all around fun! Easily my favorite coaster type, even more than giga coasters, which were my previous favorite! (Sorry Millennium Force...)
14:25 just rct2 casually inventing minecraft physics
Wooden roller coasters would be so fire with large sloped (and banked) turns
One day, we'll get tilt coasters, gentler slopes, slope with brake graphics, more-than-vertical drops, and patches to the heartline twist allowing turns and buffing it's mean-spirited stats, and the game will be perfect.
it's = it is
It's possible in OpenRCT2 to change a ride's type as you're building it, so it actually is possible to put things like turns and dive loops on your Heartline Coaster. The Bobsled track looks really good for the turns, and you'd need to use something like a Twister or LIM Launched Coaster for the dive loops.
@@tim3172 It's = it is*
Im always surprised how much more content you can milk out of this old game :D
I have ridden on a hybrid coaster at Six Flags Fiesta Texas called Iron Rattler.
IRat is my favorite coaster in the world. The drop off the quarry wall is so lovely. I’ve been on Steel Vengeance or SteVe as it’s known a couple times, but it’s just so aggressive I’m not crazy about it
The old Rattler was my childhood! I can't wait until going back to experience the new update! Well. Newish. Ha ha!
Dont forget the hybrid coaster has loop elements too
Given its looks, I'd really want to put the Mine Train Coaster cars on it!
Seems like the Hybrid Coaster is to the Wooden Coaster as the Giga Coaster is to the Looping Coaster; endgame equivalents to the iconic formats, complete with amped-up stats, features, and prices
Kinda feels like Marcel was doing a mini tutorial as well as the ride overview on this one. I wonder why.
man, i should've submitted my hybrid design
as far as i understood it, hybrid coasters arent actually wood and steel construction, theyre steel and aluminum styled after wood coasters with their own rail setup so they can more easily do inversions.
Little surprised they found a way to implement sloped 45° turns but not outward banking. RMC *loves* outward banking.
It would be possible to implement outward banked turns. OpenRCT2 makes it possible to implement pretty much any new track piece you want.
This makes me so hopeful to see an expansion of the special track peices.
I would love to see hyper smooth turns.
Why: I want to make coasters that can go 200mph that are guest rideable (after tests). I managed to do it once, but I had to use brakes before even thinking about adding a hill or a turn.
Cheers on going over this design. :)
The main difficulty with adding new track pieces to existing coaster types is sprites.
You can see it when for example using the RCT1 era trains of the looping coasters on a track with sloped banked curves (which didn't exist yet in RCT1) the train will move through these as if they are regular sloped curves.
In fact you can see it in action at the comparison at 11:38. the Giga coaster cars are all over the place when going though the loop because the vanilla cars are not supposed to make this move.
I don't even play rct2 yet i keep coming back to watch your ride overviews. Peak niche educational entertainment.
Seeing it here.... I think there should be a chance for guests staying on rides, if the ride has multiple stations.
Question from the uninitiated: Is the higher failure chance possibly something to do with the ride time being shorter rather than directly to the chain lift speed? Running through the ride quicker would make it cycle faster and thus run into breakdown triggers more often.
Could be wrong, shower thought.
Rmcs are such great coasters
Kinda funny how the Hybrid is more expensive than the Twister when one of the big reasons for getting one if you are a park was that it was a cheaper alternative too steel coasters.
Actually they could still add things including newer coaster designs, track pieces and more parks to the game on RCT Classic mobile if they did more DLC
the zero g roll looks weirdly animated
I never knew increasing chainlift speed had a downside
I'm a bit worried about the power creep as the hybrid coaster does appear to surpass almost every other coaster type in the game. It's two defenses are that a) this reflects real life development and b) it's to Twister Roller Coasters (one of the highest quality coasters in the original) what wooden coasters are to steel coasters.
Regarding the breakdowns, 178, 223, and 283 per 50 year. What would be the ration of breakdown per total number of runs/laps.
You have after all more laps in a 50 year period with a faster chainlift. So I'm curios if the rate is about the same or if there is any variance.
(post before finishing the video, but I don't think you will return to this subject after moving on to another topics)
Can you compare the reliability of the launched lift hill vs chain lift hill?
7:55
this feels like it might just be caused by having more train cycles, not necessarily the lift causing the issue.