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Planet Coaster 2: General Discussion
DistortAMG
TS Member
The latest Frontier unlocked did seem to gladly confirm that the doom buggy style ride appears to be like the real thing. It also shows off the amazing lighting in a dark ride, ray tracing really does work so well for dark rides, as it would.
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Skyscraper
TS Member
Skyscraper
TS Member
Just confirmed, the game will release at 3pm in the UK on Wednesday!
From: https://www.facebook.com/PlanetCoaster/posts/pfbid02WYjtjzshb2j7W2Q44d4EBRq1E1AzP4dBG1REPrSsPrYXJ3EA5YEgi5Hs7sPavgJcl?locale=en_GB
From: https://www.facebook.com/PlanetCoaster/posts/pfbid02WYjtjzshb2j7W2Q44d4EBRq1E1AzP4dBG1REPrSsPrYXJ3EA5YEgi5Hs7sPavgJcl?locale=en_GB
Burbs
TS Team
The game overall looks really great.
But:
- Station design is exactly the same as PC1
- No separate offload stations (RCT3 managed this)
- Water slide physics simply non existant (RCT3 managed this)
- Peeps crowding together when the paths are plenty wide enough to not need to
- No swing launches or transfer tracks despite trick/switch tracks being introduced (perhaps this will be available on future DLC coasters?)
- Hotels and restaurants seemingly not in the game despite there literally being a “Resort” theme
- Fireworks seemingly not in the game despite a reworked event sequencer that would make displays so much easier to program (RCT3 managed this)
- Some unrealism with coasters, eg the dive coaster’s holding brake exiting immediately at a 90-degree angle
- Excluding some of the world’s most popular/common coaster types, eg Intamin multi-launches, Vekoma SLCs, Mack Extreme Spinners (again, hopefully these will surface in a future DLC)
Frontier have given with one hand and taken away with the other, it would appear. Don’t get me wrong, some of the new features look absolutely incredible, with extreme levels of detail and realism (I mean, the way the switch tracks move and stop is excellent), but then they can’t fix some of the community’s biggest bug bears like stations and slide physics despite being possible 20 years ago?
I was optimistic that they’d be holding back some surprises for release, but after the Deep Dive on Wednesday and seeing that a number of content creators have got their hands on the game slightly early, confirming the above, leaves me unsure as to whether to bother pre-ordering, or just wait until bugs are fixed and the game is discounted in several months’ time.
…Or am I just being a miserable sod because I REALLY wanted offload stations more than anything else in this game?
But:
- Station design is exactly the same as PC1
- No separate offload stations (RCT3 managed this)
- Water slide physics simply non existant (RCT3 managed this)
- Peeps crowding together when the paths are plenty wide enough to not need to
- No swing launches or transfer tracks despite trick/switch tracks being introduced (perhaps this will be available on future DLC coasters?)
- Hotels and restaurants seemingly not in the game despite there literally being a “Resort” theme
- Fireworks seemingly not in the game despite a reworked event sequencer that would make displays so much easier to program (RCT3 managed this)
- Some unrealism with coasters, eg the dive coaster’s holding brake exiting immediately at a 90-degree angle
- Excluding some of the world’s most popular/common coaster types, eg Intamin multi-launches, Vekoma SLCs, Mack Extreme Spinners (again, hopefully these will surface in a future DLC)
Frontier have given with one hand and taken away with the other, it would appear. Don’t get me wrong, some of the new features look absolutely incredible, with extreme levels of detail and realism (I mean, the way the switch tracks move and stop is excellent), but then they can’t fix some of the community’s biggest bug bears like stations and slide physics despite being possible 20 years ago?
I was optimistic that they’d be holding back some surprises for release, but after the Deep Dive on Wednesday and seeing that a number of content creators have got their hands on the game slightly early, confirming the above, leaves me unsure as to whether to bother pre-ordering, or just wait until bugs are fixed and the game is discounted in several months’ time.
…Or am I just being a miserable sod because I REALLY wanted offload stations more than anything else in this game?

Matt.GC
TS Member
Hmmm. That trailer seems to imply nearer the end that the annoying cartoon characters have the ability to 'get it on' with eachother.
Matt N
TS Member
I’d personally say that the things with stations are quite minor in the grand scheme of things. If I want to do something like that, I’ll just do what I did in the original game and use my imagination a tad (I just reduce the station park time by 5 seconds if I want to “pretend” that the ride has a separate offload station).
As for ride types, I imagine some of them will be added in future DLCs (let’s face it, paid DLCs are inevitable at some stage!). I’m personally quite happy with the selection we have initially; given that some of the ride types were DLC types in the original game, I’m pleasantly surprised that they’re porting with the base game this time around.
As for ride types, I imagine some of them will be added in future DLCs (let’s face it, paid DLCs are inevitable at some stage!). I’m personally quite happy with the selection we have initially; given that some of the ride types were DLC types in the original game, I’m pleasantly surprised that they’re porting with the base game this time around.
Benzin
TS Member
Dropping SLCs is a choice. The random S&S launched coaster addition amused me. I'd presume swing launches are a potential DLC but might be a bit funky to code properly.
Not bothered about separate offload platforms. Never bothered with fireworks either.
The water slide physics are really bad given they're the central core addition.
Not bothered about separate offload platforms. Never bothered with fireworks either.
The water slide physics are really bad given they're the central core addition.
RustyRider
TS Member
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The absolute audacity of Jon Burton doing a “5 tips” video for PC2 with tips 3&4 being about immersive theming and a pleasant queue line for your guests…
Skyscraper
TS Member
Good news, you can make exit-only pools for slides!
From: https://youtu.be/1QzQOt4vRzc?si=XLOnxcTSZmrw9rYU
Each pool can be opened and closed individually, so if a water slide ends in a closed pool guests will exit the pool but no one will enter. The only thing to keep in mind is that opening a slide will open the pool as well, so you need to check that the pool is closed.
From: https://youtu.be/1QzQOt4vRzc?si=XLOnxcTSZmrw9rYU
Each pool can be opened and closed individually, so if a water slide ends in a closed pool guests will exit the pool but no one will enter. The only thing to keep in mind is that opening a slide will open the pool as well, so you need to check that the pool is closed.
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GooseOnTheLoose
TS Member
Considering that the minimum PC requirements are much lower than the specs of PlayStation 5 and Xbox Series X/S, I think it's a case of restricting for the performance of lower spec'd PCs.Sounds like they've restricted the game to keep the performance ok for consoles.
it could be many things, for instance the new sharing system may not yet support themConsidering that the minimum PC requirements are much lower than the specs of PlayStation 5 and Xbox Series X/S, I think it's a case of restricting for the performance of lower spec'd PCs.
although I wouldn't be suprised if it was because the console manurfactures as they can be really strict requiring games to never crash and rarely drop bellow an fps cap, if someone uploads an insanly large image which crashes or drops the FPS (something which PC players may not notice and think it was more a persional pc issue) it could be rejected as they would probably have tested something like that (I haven't had to publish games through consoles but I have heard how strict console manurfactures can be).
GooseOnTheLoose
TS Member
I was specifically referencing performance.it could be many things, for instance the new sharing system may not yet support them
although I wouldn't be suprised if it was because the console manurfactures as they can be really strict requiring games to never crash and rarely drop bellow an fps cap, if someone uploads an insanly large image which crashes or drops the FPS (something which PC players may not notice and think it was more a persional pc issue) it could be rejected as they would probably have tested something like that (I haven't had to publish games through consoles but I have heard how strict console manurfactures can be).
In the case of billboards though, it could be a moderation issue. It's likely that Frontier doesn't want to have to deal with bad faith actors uploading indecent material, but it could also be copyright and IP related.
Nerdsticks
TS Member
The new additions are great and I'm excited to get to use them, but it'll have to wait. I'm a bit disappointed with what we don't have, and there's also going to be a hard 6000 guest limit. I think I'll just hold off until future patches, where we will have a lot more to play with and hopefully some of these weird exclusions (like the custom billboards) make their return. I still think it looks like a decent game but I'm just not ready to purchase it yet.
Edit: Also just found out you are unable to add custom scenery to tracked rides. Bizarre that they added this feature and yet it does not apply to everything.
Edit: Also just found out you are unable to add custom scenery to tracked rides. Bizarre that they added this feature and yet it does not apply to everything.
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Matt N
TS Member
I’m happy to be the guinea pig on this forum if no one else is; I’ve pre-ordered the Deluxe edition with the extra rides, and fully intend to give it a go on Wednesday!
I am a bit disappointed that we can’t have custom music in the parks, if that’s true; I enjoy putting real world music in parks and have amassed quite an extensive UserMusic folder on the original game.
I’m also a bit surprised at the 6,000 guest limit, if that’s true. That’s low for a park, and I have to admit I did get a weird sense of satisfaction out of letting 40,000 people into my massive Worlds of Globala park that I created in the original game, even if it did send the FPS to below 10FPS… I think I got 41,000 in there once! I never let people in while I was building, but once I’d built it, I did like just opening the floodgates and letting folk pile in…
I do wonder whether having more unity between the console and PC versions has made them have to make sacrifices on the PC version due to the strict FPS requirements of consoles? It would be a shame if that is the case.
I am a bit disappointed that we can’t have custom music in the parks, if that’s true; I enjoy putting real world music in parks and have amassed quite an extensive UserMusic folder on the original game.
I’m also a bit surprised at the 6,000 guest limit, if that’s true. That’s low for a park, and I have to admit I did get a weird sense of satisfaction out of letting 40,000 people into my massive Worlds of Globala park that I created in the original game, even if it did send the FPS to below 10FPS… I think I got 41,000 in there once! I never let people in while I was building, but once I’d built it, I did like just opening the floodgates and letting folk pile in…
I do wonder whether having more unity between the console and PC versions has made them have to make sacrifices on the PC version due to the strict FPS requirements of consoles? It would be a shame if that is the case.
Burbs
TS Team
Designing it to run well on console first and foremost sounds like a good explanation as to why so much is the way it is or has been left out. I seriously hope, although not necessarily expecting, that they fix a lot of it in due course to optimise for PC.
I agree with @Matt N that adding your own music is one of the joys of the game, but along with missing custom billboards, I suppose it makes it easier for the new park sharing features. As it stands, I’m not sure PlanCo 2 is for me - I’ll be holding off for now and will reassess in the coming months once updates and more DLCs have been released.
Edit: I’ve seen vague rumours that it might be coming to Xbox Game Pass. If it does I’ll certainly be giving it a go seeing as I’m subscribed to it and see how it feels on console!
I agree with @Matt N that adding your own music is one of the joys of the game, but along with missing custom billboards, I suppose it makes it easier for the new park sharing features. As it stands, I’m not sure PlanCo 2 is for me - I’ll be holding off for now and will reassess in the coming months once updates and more DLCs have been released.
Edit: I’ve seen vague rumours that it might be coming to Xbox Game Pass. If it does I’ll certainly be giving it a go seeing as I’m subscribed to it and see how it feels on console!
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Steve74
TS Member
Watching Geekism's live stream earlier he was talking about the limit and he showed his work in progress waterpark that only had 300ish guests in it and that looked plenty busy enough and with no obvious degradation in performance. He also mentioned that he'd heard somewhere that guests stay in the park for a maximum of 3 days so does that mean its 6000 per day plus guests from the day before, or the park only lets in the amount to top it up to 6000 each day? Personally in PC1 I rarely let guests in due to my PC performance so I think I'm now conditioned to having very few guests in my park!I’m happy to be the guinea pig on this forum if no one else is; I’ve pre-ordered the Deluxe edition with the extra rides, and fully intend to give it a go on Wednesday!
I am a bit disappointed that we can’t have custom music in the parks, if that’s true; I enjoy putting real world music in parks and have amassed quite an extensive UserMusic folder on the original game.
I’m also a bit surprised at the 6,000 guest limit, if that’s true. That’s low for a park, and I have to admit I did get a weird sense of satisfaction out of letting 40,000 people into my massive Worlds of Globala park that I created in the original game, even if it did send the FPS to below 10FPS… I think I got 41,000 in there once! I never let people in while I was building, but once I’d built it, I did like just opening the floodgates and letting folk pile in…
I do wonder whether having more unity between the console and PC versions has made them have to make sacrifices on the PC version due to the strict FPS requirements of consoles? It would be a shame if that is the case.
I think the lack of custom music and billboards is down to one or both of the following reasons: potential copyright issues when storing the media in the Frontier Workshop (would have to be stored there for sharing) and that its more difficult - but not impossible - for console users to add their own media into the game.
Hopefully, at some point in the near future, they'll split it out into 2 versions to allow PC users to have more custom features like these. Even if it was an option that is only available in a non-shared park; ie one you store on your PC only with the files stored locally, just like we did with PC1; and if you wanted to share it then you'd have to share the media via Google Drive or OneDrive etc.