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Planet Coaster: What you've been up to?

Just had an upgrade on my PC, found a really cheap deal on the Ryzen 5700x processor.

I went from the Ryzen 2700x CPU. The difference is night and day. Downloaded some huge parks off the workshop with millions of objects. Parks absolutely packed with details and intricate areas, such as Funderland Magic Kingdom (highly recommend looking at). Funderland Adventure Valley and MPC Adventures - Park & Resort. I've kept the rest of my system the same. 32GB ram, RTX 3070 graphics card

The difference is mind blowing to be fair. Went from getting between 2 and 5FPS on thess massive parks, to around 30fps on them all now. This is with huge amounts of rides, scenery and tens of thousands of guests in the parks. Smaller parks get much higher performance.

Just a heads up incase anyone is looking to upgrade any time soon.

I can now finally carry on with projects I was struggling with due to low FPS, no project now seems out of reach. Just in time for the heavily rumoured and imminent Planet Coaster 2 announcement.
 
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Struggling with custom billboards for one of my projects. It'll trigger, the audio will play but the screen remains black or white depending on spec. WEBM format as the game demands but no joy. Are they still hilariously broken or am I an idiot?
 
Struggling with custom billboards for one of my projects. It'll trigger, the audio will play but the screen remains black or white depending on spec. WEBM format as the game demands but no joy. Are they still hilariously broken or am I an idiot?

Are you trying to see them triggering while the game speed is sped up? They won't trigger when this is the case. The game has to be running normal speed to trigger.
 
Are you trying to see them triggering while the game speed is sped up? They won't trigger when this is the case. The game has to be running normal speed to trigger.
Normal speed etc. I'll post the current setup of it tonight (without the boards) but they'd be useful
 
Made a modern Intamin Blitz Rita replacement. Features a mid course valley dive.

Hardest part was making the bloody Pagoda fountain.


The valley section is really cool. Shows how a coaster diving in there could be incredible.


On a similar note I've been working on a tribute to Nemesis. Call it the bizarre love child of two wild beasts (Nemesis and Maverick). I haven't had much to show before now, but I was quite pleased with this section of track being ensnared by anouther tendril of track.

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Hope I can finish this before Nemesis re-opens next year, as I suspect a few idea's I've been working on might actually appear on the real thing.
 
So, I had another crack at Horizon. With the current partnership between B&M and Merlin, why not make a 1.2m Family Invert/dark ride?

All the lift hills would be enclosed but PC scenery building does my head in. The brake run would be another dark ride section, along with the pre-lift 2 section. This ride should hopefully bolster a weak part of the AT lineup, the 1.2m crowd, and provide an indoor attraction.

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From: https://youtu.be/xH7uqkrU4Ak
 
I've just started a toned down version of my conceived 'Jungle River Expedition' dark boat ride. Set deep within the Peruvian jungles, the stunning landscapes, scenery and natural environments of South America, hold darker tales for the very brave...

This ride is the first piece of the park of which the entrance I posted last year right here, in this thread.

This is very much a work in progress, much more detail to come.

First two photos are showing the station and front of the ride and exit. The boat ride will meander through a dense jungle, under some rocks and then into caves...where it will also enter the giant show building. The ride route will exit from the buildings façade and will be immediately behind a raging waterfall. You can see where the waterfall will drop from with the water turbulence on the cliff edge.
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The current bare bones cave entrance is visible here, this will take you into the giant show building seen to the left of the photo, which by the way, will be hidden from this perspective by thick jungle vegetation. This will be dressed out with various props and warning signs telling you not to enter and to turn your boat around...currently deciding if these warnings should be complimented with some audio narration for this section of the ride.
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After ascending the lift hill, you will enter this scene, bare with just concrete and steel right now, this will be the ruins of the cursed tomb. This will look nothing like it does right now once the scenery and theming start to go into place, as does any dark ride.....The roof is yet to be built.
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Another shot showing the cursed tomb.. The 'waterfall' drop will eject the 16 seater boats and passengers, into what I am currently calling the transcendental caverns...
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A drone shot showing the general look of the rides façade. It is a tall façade. This was needed to convey a sense of scale and power of what will eventually lie within...the lake will likely grow in size as I do another pass on it. The South American jungles and geography are not small, this is conveyed across in this giant façade, it will eventually be dressed out with vegetation a giant waterfall and other minor props.
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Finally, a birds eye view of the general layout, show building, façade and ride circuit...
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With the main structural work complete on the façade, electrical box's have been installed on the cliff, these will power the waterfalls and will be hidden by the waterfall..
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Press the red button, baby.
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More to come soon....this may take a while however, scenery placement is a long labour in Planco as we all know. This ride is not only large but will also be scenery dense, as any dark ride would be, meaning it will take some time to create. There is still some work to do on what I call the 'civil engineering phase'. Finalising the frontage look, building walls and general structural based things. Then the magic makers turn up and turn this average warehouse building into the story that will be.

A couple of extra shots showing the meandering boat round around the intimidating and imposing rockwork façade of the ride. It not only serves as a giant set to convey the tone of the Peruvian jungle, but also hides the huge show building behind.
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👻👻👻😧…..
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I am having great fun imagining and coming up with ideas for the scenes of the ride, any contributions, ideas and suggestions are most welcome!
 
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This Project Exodus really bothers me. I love the unique elements of the ride but it's way too short. So I've tried to build a version that is longer, but keeps the same sort pace, and the same kind of design language throughout.

Was actually harder than I thought, not because you don't have enough speed (I actually had to increase the friction to 1.2 to slow this thing down as it was over speeding), but it's too easy just whack a load of run of the mill airtime hills and dull turnarounds in which just come across as filler after the first half of the ride.

So I settled with 3 more elements than the actual ride itself.


From: https://youtu.be/yu05apwlTek?si=Atm-ymzRP7TO4FQz
 
With a release date now confirmed for Planet Coaster 2, and a lot of other commitments taking up my time, I've had to concede that I'm not going to complete the Planet Coaster projects I've been working on. Rather than just abandon these projects and moving on I wanted to show a few of them here, as I've tried to push the boundaries of what the game could achieve and it was only my lack of time that's held these ideas back.

The concept I want to show today was probably my most ambitious:

Fairy Tale Flight:
Inspired by Peter Pans Flight and Fairy Tale Brook, this was an attempt to make a true Omnimover Dark Ride in the game.

The basic concept was to use the Chairlift transport ride, but instead of building it in a straight line I compacted it into two dark ride buildings. Why two? Because the chairlift can't make a complete circuit and has to have two stations. As the guests would only ever ride half the ride at a time I decided to split it into two separate Fantasyland style attractions. Both would have unique themes and load from either side of a main street. Because of this there would be a point in which the ride had to travel from one building to the other. I intended to make this bridge open so that those off the ride got a glimpse of the people on it as they passed overhead.

Version one of the layout:
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The challenge would be to make it feel like two independent rides which didn't follow identical paths. I started to add barriers in-between the two sections of the ride. Adding pillars to hide the supports (which I discovered can't be turned off like coaster supports). Eventually I had the ride blocked out into multiple show scenes and the connecting corridors between them.

Here's an overview of how the ride currently looks:
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And this is looking down the main street, with the two stations on either side:
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I chose the placeholder names for the two sides of the ride as Adventure and Time, but as I worked on this more the two stories became more fleshed out. Adventure would focus on fantasy and storytelling. Whilst time would focus on an inventor and his amazing flying machine.

Adventure:
Guests boarding this ride would load in front of this mural inspired by Jack and the beanstalk.

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Leaving the station they would pass through a medieval courtyard, before entering the Dragon's Lair:

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If you look behind the dragon you'll see someone fixing a wall. This was part of a joke that the lair didn't have an entrance big enough for a dragon, and so every time the dragon wanted to get out it would smash through the wall and this poor peasant had to keep re-building it.

The following scene was still very much a work in progress. It is meant to be a fairy forest in which the riders ascended into the trees (on the right) and passed through the witches house (on the left). guests leaving the ride would get to walk through this scene as well.

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At the end of this scene the witch would curse the riders, shrinking them to the size of a bee, after which they would enter the kingdom of the bees.

While very work in progress I think this picture highlights how compact the ride system is, and how I was hiding each part from the others.

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Emerging from the kingdom of the bees ended the first half of the ride, as it opened up to reveal the ride to the main street.

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The second half took a darker tone. It would start by ascending into a creepy forest.

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Before dropping over a waterfall, to a land of dinosaurs. A lot of the visuals I was using with this ride involved the guests feet being close to the ground, only for it to suddenly drop away. This was my favourite of these moments.

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The following section was through a jungle over rope bridges. It ended dramatically with the bridge being cut down by a giant saw. This acted as a transition to the rides final section; Victorian london, and the house of the storyteller, who had been writing all of the stories you had just experienced.

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Flying out of the window riders would have a rare scene in which both sides of the ride shared the same space before entering the station. This concluded the Adventure side of the ride.

Time:
The second ride started with a similar Victorian London vibe to how the previous ride ended. This meant it would technically be possible to stay on and get a seamless transition between stories.

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The vehicles leave the station by flying out the window and over a city. I was really happy with how the forced perspective worked in this scene. The lights on the road below are set-up to fade in and out and look like cars traveling along the street.

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Entering anouther window brings riders into the inventors workshop. This ride has a clearer narrative, as we are introduced to the professor and his fantastic flying machine:

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Out of anouther window and we take off over London! No prices guessing the inspiration for this part of the ride. As you can see this scene still needed a lot of work. All the pieces you can see scattered around were my many attempts to find objects that looked great at a tiny scale. I was very happy with the river, the books for terrace houses, and the London Eye I started working on. But getting the rest right with the pieces in game was a slow process.
The ability to scale objects in Planet Coaster 2 would have solved most the issues I had with this scene.

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The ride circles london before ascending high into the sky. Here we see the professor who leads us on an adventure through space.

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"Did I mention this car can travel through time too?". With a blast from the flying machines exhausts a portal opens before the riders, and guests are transported to a whole new world.

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The riders arrive in medieval times.

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Emerging outside and crossing over the main street the bridge kept to the medieval look on the outside of this side of the show buildings. Occasionally rats can be seen under the riders feet. This was inspired by a trick John Wardley used on Uncle Frankenstein’s Scream Machine. Have something surprise the guests when they can be seen off-ride. It makes people intrigued as to what they might have seen.

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On the other side of the bridge anouther portal transports us away, this time to feudal Japan.

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Anouther portal jumps riders forwards to the time of Pirates, in the Caribbean.

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If you are unlucky this bridge would break, revealing the shark waiting below.

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Around the next corner the vehicles enter a mill. I really love this scene as the barrels would roll under the guests as they passed over.

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The final portal up ahead transported riders into the engine of a disused steam train, during western times. Passing by all the pipes riders emerged into a canyon town (at this point I struggled with the rockwork, as PC lacks the flat pieces of PZ. Fingers crossed PC2 includes these). We see that the professor crashed his flying machine, bringing our wild adventure to a close.

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The ride ends with guests entering the gold mine to help him hunt for the parts to get home (a small scene after getting off the ride).

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Hidden in the mine is also a portal to the fairy forest, which brings the vehicles full circle back to the adventure side of the station.

Which concludes this walkthrough of Fairy Tale Flight. It's such a shame I didn't manage to get further with this. There is always the possibility I'll come back to it, but as you can probably tell the parts that were taking me a long time to complete are going to be made infinitely easier with Planet Coaster 2. If I could port it over I probably would have kept working on this in the background, but with the new themes of the new game I think if this ride does return the story's will turn out very different.
Despite these pictures being very much work in progress I hope you've enjoyed looking at this concept. I've had a lot of fun making it because it's not like any other ride system we currently see in the game. And if you want to try something like this yourself I'd love to see this concept actually deliver on its potential.
 
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Anouther post from me. Today is actually the last full day I'll have access to my computer before Planet Coaster 2 is launched. So I thought it would be a good time to share my final creation, the one that very nearly made it to completion.

I had the idea for this ride all the way back when the last DLC for the game was released (the one that included shooting rides). I was thinking of an alternative for Duel. Something that would fit in with the charm of a park like Alton Towers, be a bit light hearted and fun, but also make better use of having laser guns and targets.
What I came up with was the concept of a botanical garden, with one central room and side rooms arranged like the petals of a flower. The ride cars would be timed to all enter the main room together, with riders competing to hit the different targets. The side rooms would each serve as a different biome, with more exotic plants and mini challenges.
Riders take the role of gardeners. Armed with their Botanic Blasters they are fighting back against the pests that threaten to take over the green house.

This project stalled almost immediately, as I struggled to build a convincing looking botanical garden. It was only earlier this year, once I'd hade a lot more practice building with complicated shapes, that I finally found a design I liked.

I built the first greenhouse:

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Which grew into this:

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From above it looks like a white rose, with the rooms connecting the 'petals' using green roof tiles that represent the leaves:

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This image below shows a porotype roof before I settled for the flatter yellow top.

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You can see the final dome in the below picture from the inside. It actually leaves a slight gap between the layers (meaning this building is not fully enclosed). When combined with an SFX waterfall I've hidden around the rim it looks like water is pouring into the central pool when it's raining (Pictured below).
In the centre of the ride is the Tree of Growth:

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Testing picture of the triggerable waterfall, taken later in development:
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With the main building complete I started work on all the internal scenes. I've selected a few pictures below to show each of them, although remember that none of this is fully complete.

Entering the ride guests would queue through the outdoor gardens. Including a hedged maze section (cheekily disguising a few cattle pens). A ramp to the 1st floor would have the guests entering the first greenhouse above the station, in an area I called the Potting Room.

This room serves as the rides practice area. The targets here only give riders a single point. Their main purpose is to get them used to what they need to be aiming at for the rest of the ride.

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Leaving the Potting Room riders are greeted with their first look at the central room with the view of the Tree of Growth that I pictured above. Turning left the vehicles move through a hedged garden, with leaves falling whenever a target is hit. They get a glimpse of the maintenance room, that serves as the finale to the ride (passing by anouther vehicle as it enters) before heading back in front of the tree.

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In an oversized beehive the queen bee is hard at work producing honey. Hitting the targets reveals the worker bees and causes honey to flow down the tubes.

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To the left of this scene is a butterfly garden. The number of butterflies in the garden is directly determined by the targets the rides hit. Following this is the first of the remote greenhouse's, the Blossom Garden. The gameplay challenge in this room is to trigger the gong in the centre. Not by hitting it directly but by releasing the catch holding back the giant log. Doing so causes multiple high point targets to appear that would otherwise be un-triggerable.

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Leaving through the butterfly garden again returns the riders to the central room. Vehicles pass back by the tree before entering the second greenhouse. This one has rocks all along the wall and contains all sorts of aquatic plants. Riders encounter a pool of mermaids, a giant Sea Spirit and pass through a swamp.

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Back into the central room again before entering the third greenhouse. This is a rainforest, with the gameplay challenge being to hit targets that keep the rain pouring through the trees. The more it rains the more gems unlock at the end of this section, each worth a significant number of points.

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Riders return once again to the central room. But this time the way ahead is sealed by a set of airlocks. The fourth greenhouse is the Bioluminescent Garden. Inspired by Pandora the vehicles enter a garden from an alien world. Initially the room is in darkness, but as more targets are hit plants light up. The picture below shows what this room looks like if the players manage to hit all the targets.

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Returning to the central room once again there is only one door that we have not entered. The maintenance room (or the Plant Room, as I like to call it, as I like the irony of the plant room being the only room without plants in). Upon entering this room the vehicles stop in a workshop with a large generator. One massive target with the words "Do not Press" is on the back wall. Hitting this will completely change the final greenhouse scene. If no one hits it the scene takes place at twilight. Hitting it cut's all the power in the room and the scene will only be visible through occasional strobe lights.

This final Greenhouse, the Dead Garden, has been taken over by the pests that are trying to invade the other scenes. Bats fly around the ceiling, monsters lurk in the shadows, and narrow red eyes can be seen popping up from within dead trees.

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At the end of this room is the rides final boss. A giant spider taking up the whole curved section of one of the domes. Hitting the spider directly does nothing but targeting the web weakens its position. The only way to defeat it is to blast open the barrel of repellent nestled beneath it, but riders only have a small window in which they can trigger it.

The vehicles spin out of this room through a hole in the wall (not returning to the central room like when leaving all other greenhouses). Instead they enter a side room, which the spider can't chase them through (assuming it wasn't already defeated). This brings the ride back to the loading platform, where they can compare their scores.


I've had a lot of fun making this ride as each room was an opportunity to try something different. Most of what I described above really does work in game, and the rest I know how to do, I just haven't implemented it. But as with all Planet Coaster projects the challenge with completing it has been finding exactly the right pieces to make each room look as I picture it. I don't think it has been confirmed that this ride type will be in Planet Coaster 2 on launch. Which means there is a chance I could return to this, but I doubt it once I've sampled the new features of PC2.
However for this ride I could see myself starting over with it in PC2 once they've added enough content for me to attempt it. The plants in that game already look better and the aquatic theme would work perfectly for the aquatic greenhouse (the current rocks are far too big!). I also have a concept for the park this ride would have been a part of (which is why you can see a cable car on one of the pictures). Even without this ride that park will likely become my first new park in PC2, increasing the chances that I might return to this idea at some point.
 
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