#Continuous Motion Spikes Research Thread
1 messages · Page 2 of 1
awhhhh
cya
also anything slightly out of range (16 is max, 0 min) makes it roll over
back
Since you didn't ping me I didn't see this message until now lol
Doing something else now:p
If Frontier won't f*cking do it then I will
Not done yet
No clue yet how I'll make the train feel less out of place
👀
@noble flume I just came up with the most ridiculously potentially working idea ever
This mod can make certain values go negative
What if I set the launch speed on the switch track negative and launch the train in the wrong direction
Might be a working swing then
Imma try it in a second
Only double swing though, but it's a swing:p
But how would it propel forwards
just push hard enough lol
first we need the setup before we can figure out how to make it usable properly
Pretty sure pc2 has recovery physics on boosters so the train doesn’t valley
Has a train ever valleyed on a booster yes or no
Just try your idea and lmk how it works because usually when a booster is reversed the train continues going that way and even if you were to manage to push through you’d probably be going 5mph
Unless you’re just going to ignore physics
just add a shuttle launch after lol
Why haven’t you made one yet?
currently seems like the game does not accept negative values
I sent the dev of the mod if something can be done about this
Interesting
if we can convince a launch piece to be negative in speed it should theoretically work perfectly if the switch animation is an on-track trigger
think the dev is asleep now though
Well good luck with that
I didn't change anything...
let's see what happens though
IT WORKS
OMG
CAN I MAKE A SPIKE
NOOOOOOOOOOOO
it's timed ;-;
since when is this a thing? :p
Dog garn it
turtables are also timed
I mean probably just activate when the train is off the track
@noble flume is this useful in any way?
wonder if there is a way to hold a switch track in position
while we go on the spike
Huhhhh how you get that
no clue
maybe it's part of the mod? no clue
maybe they changed it
anywho
The in development NoTrackLimits mod allows me to launch backwards from the switch tracks/turn tables, does anyone know if there is a way to hold the switch/turn table while the thing goes over a spike, or if anyone has an idea for how to use these backwards launches in our favor? This is as close as we've gotten
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oh yeah, they added that in update 2 and just didn't tell anybody XD
any ideas for the swing launches? I m extremely irritated by how close this is lol
I always quickly edit it out if I do that and wish no one saw it lol
XD
Hang on… what would happen if you put a very high negative launch speed on a tilt track?
Wouldn’t it literally just be this? https://youtu.be/B-tVE4ka-4o?si=LEz-zP90PuIZCdcY
Try out this unique model which features a terrifying tilt track into a vertical launch, similar to how astronauts launch into space! Also brave the other tantalizing twists and turns this brand new concept has to offer.
I’m really interested to see if we can get a working swing launch going
yeah but we can't change launch speed on the tilt track yrt haha
I requested it if it was possible
yeah probably not but feel free ot throw suggestions on the table if you have any:p
How about the track end pivot on the multiverse coaster?
Plus launch speed shouldn’t even matter, only acceleration
yeah we also don't have that lol
that should work but have fun trying to align that track lol
that part of the track is 18 metres I think
its possible to connect stuff to it
let me check rq
yes it is
but the angle is odd
also I think that thing is 20 meters for some reason
oh wait you can just build backwards duh
nevermind someone at frontier messed up all the angles
Oop I did it XD
Let’s just say the model for the tilt piece is a bit… off
@upbeat niche 7FWCK9VB4 ;)
You know what to do
(Sorry for the ping but this will be very cool)
you can tell by default also that the wheels don't follow the model haha
yeah
I am very low on time so please give me a big while
ok 👍
and I found a consistent reliable setup :D
For the vertical tilt track?
Or for swing launches
This is wildly confusing if you send that in this thread
the tilt track thing
oh I see how it could be confusing now XD silly me
Hype, is it just building backwards or?
nevermind that property is broken 😭
How come?
Ah I saw your conversation in the feedback channel just now lol
So is there some continous motion spikes things that can be done without mods?
Cause I feel like mods are more important for you than the actual making spike question in the vanilla game
it's not happening
this basically is just a general chat of me and Hiyshhiysh finding stuff
@noble flume they added some more elements, I wonder if any of the behaviors might have changed for swing launch spikes 🤔
Btw the new elements are the reversed versions of the combined lift, and also there is a variant now that goes up first
I know, I said in #pc2-discussion earlier
now we're just missing the reverse launch spring lift
omg you're so right
i mean with mods we can already do it but still
indeed, let me know if you spot any changed behaviours though since this update, I doubt it but knowing Frontier swong launch setups could just appear out of thin air XD
from what i've seen, everything still works as normal luckily
why luckily?:p
I would love for it to break once so we have swing launches
ah nah, I am convinced we won't see that leave any time soon
I mean I wil lgo cry about it if it does but that's to be expected
yeah
oh btw I had an idea but I don't know if it's usefu;
and since Ia m so low on time I'd just share it
it's not for swing launches just a fun idea in general
with the mod we can make a turn table that flips the train backwards and then returns where it came from
I've been wondering if that can be used in any way
I've been thinking about that as well, you could make some silly shuttle coaster things with it
@noble flume could anything like this be set up?
The Firechaser Express makes excellent use of it’s space. Using a switch track, the ride is able to confine its station into a tight location and still allow trains to launch and enter the station with ease! 🚒
I've been breaking my head over this
unfortunately not I don't think, unless you just gave the switch a huge delay and pretended that was the station XD
Lol
Just for fun I should check once what happens if I connect the station in the straight side of the switch and just put the stop distance on the thing somewhere on the platform
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@noble flume
this factually counts as the first ever swing launch in Planco
I mean it counts I guess XD
I remember trying to do something similar when I discovered spike stuff for the first time
but it didn't work because I couldn't stop it from leaving the spike
there has to be a way to not make the turn table realize the train left already
this feels way too solid for Planco 2
you can literally make a train skip the trigger of an SLM holding section
by bruteforcing it
and then it goes into permanent 14km/h mode XD
is there a way of leaving perma 14km/h mode?
if we can make the train work again we might be able to get a setup like this (why the frck are we getting ideas for this again lmao)
I think entering a station is one of the only ways
not sure if there are others though
it doesn't work though
doesn't the train reset after
oooh yeah
I think another way is to make the train go back into the same piece of track
let's try a negative lap count to see if that maaaaybe makes swing launch pieces work permanently and not be breaking asses
do other holding sections count?
I dont think so
wait
did they just
remove
the lapping setting
but keep it as an operation mode
oooh yes
props on them for having a fale safe
same thing happens for car length
I tried that
Not sure if it would work with zero, hmmm
was thinking the same thing
zero works
let's see what happens
dog garn it it still breaks
but then your coaster becomes unusable again
can't lie I forgot the setup for perma speed mode
the 14kmph thing
DUDE I cannot stop thinking about this there HAS to be a way to skip the trigger lol
I bet there may be a way with mods specifically
tbh I don't know how the modding works and I dont know what can or cant be done
well throw ideas at me and I'll check em out lol
or do you mean brand new mods?
in that case, never hurts to tell copper
yeah
I should get into that stuff tbh
I already know lua
which I believe is what is used to mod
:0
AWESOMEEE
yes it is
could you tell me the setup for 14kmph mode again if you know it?
I just sent the most rediculous suggestion in the feedback chat lol
what if the reset trigger works similarly to the stop distance
where it's a distance value the train has to pass completely for the element to reset
if this somehow is how it works, then we could put this value further than the stop distance XD
but it won't work like this because leaving the element backwards also resets it
@noble flume
It's possible I just saw it happen with my very own eyes
I don't know what just happened but I froze a turn table
wtf
I don't know why but the first time it went over this stop/start piece the turn table didn't reset and the thing actually just rolled backwards
then it derailed and the whole operation froze
trying to do it again and it just won't I have no clue what's up
there it is again
the train still has physics?!
it's not even speed locked
I used the shuttle launch pieces now, ironically
bro it broke again wtf
it's breaking the train while it's partially on the switch that causes this
ffs it seems to be a fail safe
but it may mean the element can be bugged
ah
If only there was a 'return delay' option
For reeeall
But I did realize a thing
What is another element that triggers something when the train leaves it, and has been around for muuuuch longer than turn tables etc?
Block zones
I have plenty of reason to believe switch and drop tracks use block zones (maybe in some sort of "separate system" to the main blockzone chain) to check where the train is for the animations
Is there ways to skip block zones/keep the train in the wrong block zone?
If they work based on block zones there is the world's smallest chance ever that we can use other block breaks to manually put stuff back XD
going through a block zone backwards seems to break stuff sometimes
Can you build the element backwards too or is it train orientation related?
all I know is that when the train goes through the zone backwards, it does something different
I made family coaster with a spike and put a block section straight after the turntable
It shouldn't be train orientation based because of the Multidimension
and the orientation of the block zone mattered
Oh interesting
it isn't as far as I'm aware, this was only the case in pc1 I believe
I think the coaster engine got a lot of work put into it for this game nglXD
yeah
seems like wasted potential though considering it means spikes are perfectly possible
if frontier just added a non-resetting switch piece
They need to be able to sell the Blitz yk XD
Is it possible to have a shuttle launch piece that can be on a single lap coaster btwXD
yeah
Is this to the selling the blitz message or to the shuttle launch piece thing? ':D
Please how
I am irritated by having all my coasters either on lapping mode or jank beyond belief
No I want to have a block section mode coaster with a swing launch track piece XD
For forks sakes Frontier why don't you just give us shuttle pieces that aren't shoot
If what you said is right and permanent 14mkph mode skips special element triggers
Doesn't that mean a massive old style shuttle pieces should count too XD
What would be the difference
Anyhows I gotta go I'll see if I can test some more later today:p
frontier when they stop caring:
Some models had the same issue in pc1 too
They weren't in Planco 1 though 😭
Yes but it was rare back then
I did a bug report and Frontier emailed me for a list of all coaster models with this issue
Only a hand full didn't have this issue
Like what the heck
They broke soooo many 😭
But on 3 different occasions they aknowledged bug reports on this issue that I know of so hell for once they might go in and fix at least the obvious ones
Like the Vekomas etc
@noble flume have you seen Tag1ed's pathing overlapping videos?
What if that overlapping glitch works on coasters too and somehow can be used?
I'm going to go sleep because I am wildly tired but that's just a thought I had, might give it a try tomorrow
nope the yactually programmed it well
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hey look it works-ed
clever
It huuuurts to be this close 🫠
There must be a way to get the turn table to stay
if only there was a feature requests page for the game
even something as simple as a return delay option would work
There is XD
On the frontier discord
I already suggested swing launches
please suggest them again
And say something abnoxious like "the game can definitely handle them"
Lol
Anyhows people are now asking for a tutorial on the working swing launch from earlier
I'm not gonna, you can't even POV it
I just made a suggestion for this
This is quite clever
Cuz I seen them do it
The game already had a hard coded delay of 1 second
wait a minute
it doesn't I don't think
what
I'm gonna DM you something
How does it feel to know Frontier made this, and hid it from us? Anyhows, READ THE PINNED COMMENT!!!
Swing launches in Planet Coaster 2 - MOD preview
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couldn't have expected the outcome for this 💀
me neither
kinda wild XD
for those who missed it:
swing launches in Planco 2 are real now
This is a swing launch in Planet Coaster 2, please read the pinned comment for more info.
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FaCtUaLlY nOt CoNtInUoUs MoTiOn SpIkEs YeT so this thread is not yet irrelevant:p
yeah