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Keyword |
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Description Of The Value |
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RideName |
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The name of your coaster as displayed in the game menu. As of version 0.75, CTR_Creator supports any self- |
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RideDescription |
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A description of your coaster that will be shown in the menu tooltip. From version 0.75 CTR_Creator supports any self- |
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RideIcon |
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This is the icon of your ride that will be shown in- • the CTR default icon, • an icon already contained in RCT3, or • any self- When specifying CTR, the internally stored CTR default icon is used. If you want to use an icon already contained in RCT3, you need to enter its image name. No image is displayed in the game if the icon name here is misspelled or does not exist. If you specify Style, any icon you've made yourself is read from a Style.ovl. To do this, you must first Import a Style.ovl with your own icon and move it to the same folder as the BahnDaten.txt. Our article Adding Your Own Icon To The In- |
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RideCategory |
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Numbers from 0 to 21 that defines the category in which your coaster will display: 0 = Transport Rides 1 = Gentle Rides 2 = Water Rides 3 = RollerCoasters - 4 = Thrill Rides 5 = Other Rides and Attractions 6 = Junior Rides 15 = RollerCoasters - 16 = RollerCoasters - 17 = RollerCoasters - 19 = Pool Ride 21 = Safari Transport Ride |
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CarTypeName |
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One or more names of the different car types you wish to use on that track. Type in the car type name as it appears on the corresponding Cars/TrackedRideCars folder. Car Type choices will appear for gamers' selection in the track's Vehicles console in the order that they're typed here in this list. The first CarType entered in this list is the default CarType that will come with the track when it's built by the gamer. Duplicate entries in this list will appear in the track's Vehicles console just as many times as they've been duplicated as if they're another car type. Misspelled entries will not show up in the Vehicles console. Case sensitivity not required for this field. |
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TrackType |
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The TrackType defines the track with which the coaster design will be built. To choose a desired TrackType take a look at our Track Types Slideshow. |
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TrackSectionName |
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A list of track section names representing all the sections that can be used to build the coaster. The complete list, formatted for easy copy & paste, can be found in our document BahnDaten_ and WagenDaten_ Details which has been included with our downloads. It's possible to copy all Track Sections of the chosen track type and then after to remove Track Sections you don't want to have. Whether a normal or inverted station will be used depends on whether Invstationmiddle or Stationmiddle is included in TrackSectionName. If both are in the copied list and you decide to keep both, inverted and normal tracks are possible; in this case, RCT3 selects inverted as default when you select the ride and start to build it so you shouldn't be surprised when the ride is initially placed in an inverted position. To get your ride the right way up add a barrel roll or half a corkscrew section to your track and then delete the inverted track sections. |
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CostsHeight4H |
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This is the cost of building a single track section directly on the terrain. The same track piece will cost more if it is built above the terrain. The higher the track piece is built above the terrain the more it costs to place it. Depending on the track type with which you're building, once a track section is risen off the terrain the length of the track piece further increases its price. The price of curved, specialty, or incremental track pieces is calculated using a formula based on the number entered in this field. The format for this field is • two whole numbers, • a decimal, and then • two decimal numbers, e.g., 99.99. |
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Specification of a station type defining the look of the station platform. You can choose between: • Standard, • Inverted, • Water, • Wooden, • CableCar, • GoKart, • MiniGolf, • Rapids, • NoPlatform, or • none. More station types were added in Soaked/Wild: • Aquarium, • ElephantStation, • FrequentFaller, • MasterBlaster, • Seizmic, • StandardWater, • StandardWaterWide, • SteamerStation, and • WhiteWaterRapids. This only changes the look of the platform and doesn't influence the track. Sometimes a station type is specified in the car OVL's and that has a higher priority than this value, so it can alter the look of the station type selected here. Where there is a pre- |
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StationHeightAboveTrack |
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This flag is handy for those times we match a train with a track and the match we've created results in guests who are walking too high above or too low below the cars or the station platform. This setting works regardless of the priority station type included in the WagenDaten_. Values are in meters. This field will accept minus values. The game engine will round decimal entries up or down to the nearest full meter. |
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ClearanceProfile |
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This adjusts the track's collision gauge profile. Each track has predefined gauges with which RCT3 determines whether the route being constructed collides with scenery or other rails. When this occurs the track section that can't be placed is shown as a red ghost image instead of the pale blue ghost image. RCT3 also uses this collision profile to determine whether the terrain needs adjustment during the track's construction, or whether the rail would lead into the water which is usually not allowed. By entering a high value in this field tracks may be built underwater, a situation that isn't ordinarily allowed with track construction. The flag value is in meters. Although the range of this field is said to range from 0.000 to 0.900 we can confirm that we've entered 200.000 in this field and have built fully operable tracks 200m underwater without the use of any other work- |
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HeightMax |
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The maximum height the track may be built over the respective terrain tile (in units of 1m). The original documentation recommended that for water rides the value should be - |
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StartPreset |
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Specification of the preset start option. This value defines which start option (see below) is set by default when building a ride. You may choose one of the following 0 = Continuous circuit, 1 = Powered launch, 2 = Reverse inclined launch, 3 = Boating, 4 = Racing, 5 = Shuttle, 6 = Upwards launch, 7 = Freefall drop, 8 = Up and down, 9 = Mini golf, 10 = Slide, 11 = Reverse cable lift hill, 12 = Water Transport, 13 = Aquarium, 14 = Multiple Powered Launch, and 15 = Lazy River. |
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StartOptions |
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A value between 1 and 65535 (65535 being the sum of all these values added together) specifying which operating modes can be chosen in the game. Available are 1 = Continuous Circuit, 2 = Powered Launch, 4 = Reverse Inclined Launch, 8 = Boating, 16 = Racing, 32 = Shuttle, 64 = Upwards Launch, 128 = Freefall Drop, 256 = Up and Down, 512 = Mini Golf, 1024 = Slide, 2048 = Reverse Cable Lift Hill, 4096 = Water Transport, 8192 = Aquarium, 16384 = Multiple Powered Launch, and 32768 = Lazy River. If you add these values, the drop- Each of the options selected will display in the game in the drop- Note: In conjunction with the above value 16 = Racing, the WagenDaten_ OvertakeFlag needs to be flagged at 1 so that the cars will place side by side on the track and can overtake one another. The race cars will operate from side to side along the track splines without the need to additionally flag RidebetweenTrackSplinesFlag. |
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NoChildrenFlag |
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This defines whether children can ride your ride. If the value is 1, no children will ride your ride. If the value is 0, children may ride. None of the in- |
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LightRedGreenFlag |
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A flag determining whether it's possible to test the ride before opening it. If the value is flagged at 1 it is not possible to test the ride before opening it to guests and only a red light and a green light will appear in the operating mode indicator. If it's flagged at 0, ride testing is enabled and the operating mode indicator also contains a yellow light. red = ride closed yellow = testing green = ride opened This has no effect on the appearance of the traffic light at the ride's station. As a courtesy, whenever creating tracks for release you should always offer the option for the gamer to test the ride. |
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FullLoadFlag |
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Defines whether it's only possible to run the ride with a full load of boarded guests. The default value is 0 which enables the gamer to choose between 1/4 Load, 1/2 Load, 3/4 Load and Full Load. These settings ensure the desired guest load is reached prior to the train departing from the station. If the value is 1 then only Full Load is possible. When used along with the track's Operating Mode console "Maximum Waiting Time," the selected load level will allow the gamer to choose whether the priority for the train leaving the station is the desired guest load or the Max. Waiting Time, whichever comes first. Whenever creating tracks for release you should usually not lock the gamer out of selecting anything but Full Load. |
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BlockSectionFlag |
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Defines whether the Block section box is shown. If the value is 1, the box Block section is shown, i.e. the player can choose to use block sections or not. If the value is 0, the box will not be shown. Many gamers enjoy tracks with block sections. If creating tracks for release it would be a good idea to enable this so that the gamer may have a choice. |
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CircuitsMin |
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Minimal number of circuits you may set in the game. Ordinarily you should use 1. |
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CircuitsMax |
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Maximum number of circuits you may set in the game. |
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AutocompleteFlag |
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Defines whether the autocomplete button is shown. If the value is 1, the button is activated and autocomplete is enabled. If the value is 0, the button is not shown and the gamer will be unable to use RCT3's autocomplete function to finish building his track. Whenever creating tracks for release you should always flag this value at 1 to give the gamer a choice. |
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CarRotationFlag |
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Defines whether the button for a rotation set by hand is shown. Normally this value is 0. Even if set to 1, only Car_s that are created for horizontal rotation are affected (e.g. Multidimension Coaster). You should set this flag to 0 for Car_s that normally swing free or they won't swing freely (bobsleds also belong in this category). If you set it to 1, you'll need to manually set up the rotation/swinging in the game. |
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NoCircuitsFlag |
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Defines whether track circuits are possible. If the value is 1, the gamer will be unable to connect the start and the end of the track; i.e. the cars go forwards and backwards on the track and not in a circuit. If the value is 0, depending on the track type the gamer has a choice of building a shuttle track or a circuit track. Use in conjunction with StartOptions 32=Shuttle. |
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DestructionAnywhereFlag |
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This directly affects construction mode access to track sections while in construction mode. With this flag set at 1, editing the track will only be allowed at the place in the track where the last track section was placed prior to using Autocomplete, and editing the track will only be possible backwards from that point. Leaving this flag at its default value of 0 will ensure the gamer can edit the track from any track section and both backwards & forwards from that point. This flag defaults at 0. We're unable to determine how a flag setting of 1 might be useful. |
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InOutOfStationRollSpeed |
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If the start option 1 = Continuous Circuit is chosen this is the speed that the Car_s normally roll into and out of the station. Other start options may have priority over Continuous Circuit resulting in an actual StationRollSpeed that's different from this value. |
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LiftchainSpeedMin |
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For tracks that come with a lift chain, the lift chain speed may be set up in a specific range. This field sets the minimum lift chain speed available to the gamer. |
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LiftchainSpeedMax |
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For tracks that come with a lift chain, the lift chain speed may be set up in a specific range. This field sets the maximum lift chain speed available to the gamer. |
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LiftchainSpeedPreset |
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For tracks that come with a lift chain, the lift chain speed may be set up with a preset. This field sets the preset value for lift chain speed. |
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StartSpeedMin |
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For tracks that come with a launch speed, the launch speed may be set up in a specific range. This field sets the minimum launch speed available to the gamer. |
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StartSpeedMax |
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For tracks that come with a launch speed, the launch speed may be set up in a specific range. This field sets the maximum launch speed available to the gamer. |
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StartSpeedPreset |
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For tracks that come with a launch speed, the launch speed may be set up with a preset. This field sets the preset value for launch speed. |
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ConstantSpeedFlag |
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Defines whether the cars drive at a (nearly) constant speed on the track. If the value is 0, the ride can have varying speeds (e.g. coasters). If the value is 1, the Car_s drive at a constant speed set by the gamer (e.g. ghost trains, many junior rides, transport rides, and most water rides). |
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ConstantSpeedMin |
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For tracks that come with a constant speed, the constant speed may be set up in a specific range. This field sets the minimum constant speed available to the gamer. |
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ConstantSpeedMax |
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For tracks that come with a constant speed, the constant speed may be set up in a specific range. This field sets the maximum constant speed available to the gamer. |
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ConstantSpeedPreset |
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For tracks that come with a constant speed, the constant speed may be set up with a preset. This field sets the preset value for constant speed. |
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HillVariation |
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A value between 0 and 1 which defines how much the car's speed is influenced by riding up or down hills. All rides without constant speed (e.g. coasters) should use 1 for full influence to get a realistic driving behaviour. For rides with constant speed, a value between 0.0 and 0.4 should be used. |
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RideCostsPreview |
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This is the approximate track cost as shown in the preview. It specifies the general cost of a moderately sized track and is shown in the preview and in the ride list. RCT3 rounds this to full £50's. This value serves as a rough guide to the gamer and has little to do with what the ride will actually cost to build. |
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RunningCostsBase |
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Base value for the running costs. This cost always incurs (independent of the players settings). Additional values (see the following keywords) will be added to this to get the full running costs in game. |
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RunningCostsPerTrain |
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Running costs per train. This value will be added to the base running costs for each train. I.e. the more trains the player chooses, the higher are the running costs for the whole ride. |
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RunningCostsPerCar |
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Running costs per car. This value will be added to the base running costs for each car. I.e. the more Cars the player chooses, the higher are the running costs for the whole ride. |
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RunningCostsPerStation |
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Running costs per station. This value will be added to the base running costs for each station. I.e. the more stations the player builds, the higher are the running costs for the whole ride. Ordinarily, rides only have one station. Only the number of stations is taken into account - |
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ExcBase |
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Base value for the excitement rating. More values depending on the ride will be added to this to get the excitement rating in the game. This value is a given and comes with the first piece of the ride's track placed in the park. |
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IntBase |
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Base value for the intensity rating. More values depending on the ride will be added to this to get the intensity rating in the game. This value is a given and comes with the first piece of the ride's track placed in the park. |
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NauBase |
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Base value for the nausea rating. More values depending on the ride will be added to this to get the nausea rating in the game. This value is a given and comes with the first piece of the ride's track placed in the park. |
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ExcCircuitCount |
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Excitement rating based on chosen number of circuits. This value multiplied with the number of circuits chosen by the gamer will be added to the base excitement value. |
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IntCircuitCount |
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Intensity rating based on chosen number of circuits. This value multiplied with the number of circuits chosen by the gamer will be added to the base intensity value. |
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NauCircuitCount |
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Nausea rating based on chosen number of circuits. This value multiplied with the number of circuits chosen by the gamer will be added to the base nausea value. |
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ExcCarCount |
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Excitement rating based on chosen number of Car_s. This value multiplied with the number of Car_s chosen by the gamer will be added to the base excitement value. |
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IntCarCount |
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Intensity rating based on chosen number of Car_s. This value multiplied with the number of Car_s chosen by the gamer will be added to the base intensity value. |
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NauCarCount |
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Nausea rating based on chosen number of Car_s. This value multiplied with the number of Car_s chosen by the gamer will be added to the base nausea value. |
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ExcRideTime |
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Excitement rating based on ride time. This value multiplied with the ride time (in seconds) will be added to the base excitement value. |
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IntRideTime |
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Intensity rating based on ride time. This value multiplied with the ride time (in seconds) will be added to the base intensity value. |
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NauRideTime |
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Nausea rating based on ride time. This value multiplied with the ride time (in seconds) will be added to the base nausea value. |
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ExcSceneryMax |
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Maximal influence of scenery to the excitement rating. This value limits the influence of scenery (see Scenery related values below). Even if there's lots of scenery, maximally this value will be added to the base excitement value. |
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IntSceneryMax |
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Maximal influence of scenery to the intensity rating. This value limits the influence of scenery (see Scenery related values below). Even if there's lots of scenery, maximally this value will be added to the base intensity value. |
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NauSceneryMax |
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Maximal influence of scenery to the nausea rating. This value limits the influence of scenery (see Scenery related values below). Even if there's lots of scenery, maximally this value will be added to the base nausea value. |
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ExcMaximumSpeed |
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Excitement rating based on maximum speed. This value multiplied by the maximum speed (in m/s) will be added to the base excitement value. |
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IntMaximumSpeed |
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Intensity rating based on maximum speed. This value multiplied by the maximum speed (in m/s) will be added to the base intensity value. |
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NauMaximumSpeed |
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Nausea rating based on maximum speed. This value multiplied by the maximum speed (in m/s) will be added to the base nausea value. |
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ExcAverageSpeed |
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Excitement rating based on average speed. This value multiplied by the average speed (in m/s) will be added to the base excitement value. |
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IntAverageSpeed |
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Intensity rating based on average speed. This value multiplied by the average speed (in m/s) will be added to the base intensity value. |
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NauAverageSpeed |
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Nausea rating based on average speed. This value multiplied by the average speed (in m/s) will be added to the base nausea value. |
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ExcRideLength |
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Excitement rating based on ride length. This value multiplied by the ride length (in m) will be added to the base excitement value. |
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IntRideLength |
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Intensity rating based on ride length. This value multiplied by the ride length (in m) will be added to the base intensity value. |
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NauRideLength |
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Nausea rating based on ride length. This value multiplied by the ride length (in m) will be added to the base nausea value. |
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ExcSceneryInfluence |
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Influence of scenery to the excitement rating. This value multiplied by the influence of scenery built near the ride will be added to the base excitement value. |
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IntSceneryInfluence |
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Influence of scenery to the intensity rating. This value multiplied by the influence of scenery built near the ride will be added to the base intensity value. |
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NauSceneryInfluence |
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Influence of scenery to the nausea rating. This value multiplied by the influence of scenery built near the ride will be added to the base nausea value. |
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ExcAverageHorizGForce |
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Excitement rating based on average horizontal G force. This value multiplied by the average horizontal G force (in G) will be added to the base excitement value. |
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IntAverageHorizGForce |
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Intensity rating based on average horizontal G force. This value multiplied by the average horizontal G force (in G) will be added to the base intensity value. |
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NauAverageHorizGForce |
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Nausea rating based on average horizontal G force. This value multiplied by the average horizontal G force (in G) will be added to the base nausea value. |
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ExcAverageVertGForce |
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Excitement rating based on average vertical G force. This value multiplied by the average vertical G force (in G) will be added to the base excitement value. |
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IntAverageVertGForce |
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Intensity rating based on average vertical G force. This value multiplied by the average vertical G force (in G) will be added to the base intensity value. |
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NauAverageVertGForce |
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Nausea rating based on average vertical G force. This value multiplied by the average vertical G force (in G) will be added to the base nausea value. |
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ReliabilityDecrease |
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In the ride's maintenance tab there is a green status bar showing the percentage of the ride's Reliability and a red status bar showing the percentage of the ride's Down- Giving this flag a value of 0.000 means the green Reliability status bar will never move from 100%. Assigning your mechanic ten minute inspections for such tracks will give you a ride that takes a very long time to break down and will need to be fixed at which time, unlike the Frontier cheat, a mechanic is called as usual, the ride is repaired, and guests will again start to board. |
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PeepAttractivity |
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Also known as the Guest Attraction Value. This represents the number of park guests that will attend your park based on the fact that this ride has been built in it. The default value for this field is 60. Consider entering a value from 200 to 250 so that your track becomes a star attraction that really draw the guests. When creating tracks for release this will also go some way towards allowing the gamer to pull more guests to his park with a few less rides and attractions placed in it. We recommend you avoid values higher than 300 as it will result in a disproportionate number of guests visiting the park in relation to the number of attractions placed in it. |
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DistanceSpeedUnit |
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Unit of the velocities being entered in the BahnDaten_. Possible values are Metric (=km/h), Imperial (=mph) or SI (=m/s). SI is the default value. RCT3 also mentions a distance unit, a unit that matches the measurement system selected. |
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KeineFliessendWassertexturFlag |
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For rides with water running along the track, e.g., Body Slide, the default moving water texture is an animated rushing water texture. Lazy River comes with another moving water texture which is a slow flowing water animated surface represented with shimmering highlights only at the edges. CTR Creator will use the rushing water animation as the default when it creates tracks that require flowing water. If you're creating a track that requires a slow flowing water surface like Lazy River, this flag should be switched on by giving it a value of 1. According to the original notes it is also possible to use this flag on standard tracks that come with a water track section, e.g., Woodie, Water Coaster. Whenever creating tracks for release care should be used in setting up this flag so that the water surface in the finished ride built by the gamer has an appearance that is suitable to the track. |
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SpecialTrackSectionNameAMid |
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The name of a centrally installed, SpecialTrackSection A is required, for example, for Tower Rides and for the Chairlift station. |
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SpecialTrackSectionNameAEnd |
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Name of a SpecialTrackSection A built at the end. |
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SpecialTrackSectionNameBMid |
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Name of a centrally installed, SpecialTrackSection B is required, for example, for Tower Rides and for the Chairlift station. |
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SpecialTrackSectionNameBEnd |
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Name of a SpecialTrackSection B built at the end. |
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TowerRideTopDuration |
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Length of time that the TowerRide car waits at the top of the tower. When the TowerRide car is in its top position, it can wait a while before going down again. The length of time is defined by this value, specified in seconds. |
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TowerRideTopClearance |
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Distance that the TowerRide Car_ maintains from the top of the tower. This specifies the distance between the TowerRide Car_ and the top of the tower when the car it is at its top position. This value takes into consideration the placement of the carfront and carrear effects in your modeled car. This value is thought to be expressed in metres. The original notes suggest a starting value of 0.01. |
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PeepLoopSplineName |
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Spline name of the common loop for all peeps An OVL file pair called PeepPathSpline is required that has previously been created in your modeler and then Imported. Enter here the name of the one spline that describes the path of all peeps for the common loop. If you have forgotten how the loop spline was named in your modeler, you will find the name in the Splines tab of the Importer in the lower right window. |
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PeepPathSplineName |
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List of all spline names of the individual paths for each Peep An OVL file pair called PeepPathSpline is required that has previously been created in your modeler and then Imported. Here you need to list all the names of the splines that are responsible for the respective individual paths of the peeps. If you have forgotten how the path splines were named in your modeler, you will find the names summarized in the importer in the lower right window. |
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SpecialCarTypeAName |
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Examples of this car are the lift car of the Giga and the SeaSerpent lift. |
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SpecialCarTypeAOffsetWait |
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This is the offset of the SpecialCarTypeA in its waiting position at those times it is not in use. It's waiting position is often located at the end of a special rail piece on which SpecialCarTypeA moves, whereby the offset (in meters) to the end of this special rail piece is taken into account for determining the position of this Car_. Initial tests have shown that only negative values are logical for this offset value. |
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SpecialCarTypeAOffsetHitch |
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Offset of the SpecialCarTypeA when hooked onto the train When SpecialCarTypeA is in action, it usually hooks up to the train at the front end of the first car on the train. This hook position can be moved forward or backward via the offset specified here. This value is in meters. |
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SpecialCarTypeBName |
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The name given this special car type. An example of this car type is the moving part of the ThrillLift. |
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AdditionalTrackType |
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This is the name of any additional track types you might wish to include in the BahnDaten_. While combining track types with CTR Creator is relatively unknown territory it is possible to design tracks with track sections from more than a single track type. If another track type is to be used in addition to your chosen 'standard' track type, its name must be specified here. The listed Track Sections from both track types must not overlap each other, i.e. no identical positioning when connecting to other rail pieces and no identical track section names. The only TrackType known to support an AdditionalTrackType is Track9 (InvertedImpulse, Stormrunner, & StratoCoaster). It is also possible to specify more than one additional track type which can lead to interesting possibilities for CTR rails. |
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CarRotationFlag |
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Activates the rotation icon for rotating wagons, e.g., Spinning Steel coaster. When the flag is set to 1, the rotation icon for rotating wagons appears in the construction console where the gamer may set whether the Car_ drives facing forward, facing rear, or rotates freely. |
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FourAxisRotationFlag |
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Activates the rotation angle settings for four axes for CTR's in which have been included ik_robotjoint01 - |
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RidebetweenTrackSplinesFlag |
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This activates free movement of the car between the sides of the track. This flag defaults to 0, which means regardless of the width variances in the track the car always remains centred on the track during its travels. This default value makes sense as most tracks in the game are represented by rails with the cars positioned in direct relation to them. If the flag is 1, when moving forward the cars can also move freely between the left and right track boundaries (like the swimmers do in Lazy River). In water tracks where there are no real actual rails in place this value adds realism to the movement of boats. When this flag is set, during the car's course of travel there will be a slight sideways motion along with the car's regular direction of forward travel. This setting should also be used in conjunction to the Car_InertiaPart flag, e.g. FrontCar_InertiaPartA, which will determine the amount of the car's sideways travel per X meters of forward travel, and whether the car aggressively bounces off the sides of the track (giving a pinball machine effect) or if the car gently kisses the track sides as it moves forward. The track splines will determine the outer limit for the sideways movement of the car although the distance of the wheelfl, wheelfr, wheelrl, and wheelrr effect bones at the base of the car model may affect the amount of distance the car can move towards the track splines outer limit. This flag is known to not work well on the White Water Rapids track, where the track splines seem to be set up differently resulting in cars using this flag precisely hugging the sides of this track. |
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VerticalInversionChangeFlag |
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Flag enabling change of inversion on vertical Track Sections. For tracks that have both inverted & normal rails and which include a vertical Track Section, it is possible with a flag value of 1 to change the inversion of any vertical track piece. Enabling the gamer to reverse the vertical inversion prior to a curve will give a choice as to whether cars dip through the inside of the next curve (resulting in positive vertical g's) or if they'll swan over the outside of the curve (giving air time or negative vertical g's). Usually, such an inversion adjustment is not possible on vertical Track Sections either because most track types do not contain inverted, normal and vertical rails at the same time, or because this value has been flagged at 0. |
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TrainCountPreset |
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When the track is tested or started for the first time, this will preset the number of trains that will appear. The gamer will then have the option of subsequently changing the number of trains in the train settings. A value of more than 1 entered here with a car type that presets at several cars might result in the gamer being unable to test or start the ride because the stations aren't long enough. The default value is 1; only with the Splitting Coaster does the use of a two trains preset become logical. |
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StationsSyncFlag |
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Presets the synchronization of double stations. If the flag is given a value of 1, the box Sync adjacent stations is already activated after the track's construction, something that is only useful for the Split Coaster which by default comes with a double station. If the flag is 0, then the box is deactivated. The default value for this box is 0. |
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WaterSectionConstantSpeed |
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This field enables a constant speed setting in the construction console that may be given the car as it travels through the water channel. This value represents the target speed of travel through the water track section. This means that faster wagons are slowed down to this speed in the water channel while slower wagons are accelerated to the target speed. Note: This value has no effect on tracks placed in general bodies of water and on tracks that do not have a water channel. |
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WaterSectionAcceleration |
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This accelerates cars that travel too slowly through the water channel. If the wagon in the water channel is slower than the constant speed (this includes negative speed/reverse speed), then this information determines the acceleration with which the wagon is brought to the desired constant speed. |
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WaterSectionDeceleration |
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Cars that are traveling too fast through the water channel may be braked with the value in this field. If the Car_ traveling through the water channel is moving faster than the track's constant speed then this value determines the braking force used in order to slow down the Car_ to the constant speed . |
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Further Notes |
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SpecialCarType |
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The following in- • Track3 CompactInverted, Corkscrew, HyperCoaster, InvertedShuttle, InvertedVerticalShuttle, LayDown, and TiltCoaster • Track6 Giga • Track31 SkySwinger • TrackBased09 Chair • TrackBased16 Elevator • TrackBased17 LauncherFreefall • TrackBased18 RotoDrop • TrackBased19 Observation • TrackBased20 DDObservation |