QUOTE 
I noticed it doesnt keep your path choice...it always goes back to the black path with yellow queues. It could just be mine though?  

nope i have the same problem. Anyway the path and queue choices are rubbish now! The queue lines are all yellow with diffrent railings then there is one red one, a blue and horrid green one. Bring back all the old style I say!  

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I have just built a junior rollercoaster, and when changing the colour of each vehicle of the train, the first and last vehicle are invisible, and to change them, you actually have to select the second, and 2nd from last vehicle. I'm pretty sure it happened a few days ago on another rollercoaster, but I can't remember which. I'm probably the only person who actually changes the colours of each vehicle, but I like to give the train on my bug ride a different colour head from the rest of it. 

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I have the same thing too...I just noticed it a few hours ago when I was painting individual wild mice i think. Small things like that make the game look really rushed, especially since its hardly changed at all. Where were the testers? Don't tell me Chris Sawyer did all his own testing???  

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While building a coaster I deleted both ends of a section I was scrapping. When I got to the end piece, the track was set to Station Platform by default. I right-clicked on another piece to resume the track when I noticed that the piece of station was still there in it's silhoutte form. I completed the track and tested it, but it wouldn't let me save it because there can be only one station on that type of coaster. I tried to connect up with it and then delete it but discovered that I couldn't because it wasn't really there.

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I ran into the same problem only mine happened after I had spent quite a while creating a new coaster, then I couldn't save it! I have documented it (with pics) and sent it to Infogrames, and they finally admitted it did appear to be a bug. Out of curiousity, what type of coaster were you creating when it happened. I was working on a Multi-Dimensional coaster when I ran into it.


If you take a saved game with more than 5 partially built coasters to a scenario with the scenario objective set to complete 5 coasters, you have to complete all of them, not just 5.

When you convert the save game to a scenario it doesn't check to whether the partially built coasters have 'legal' stations with entrances and exits. If they don't, you cannot add them when you play the scenario, so it is impossible to win it! 

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Here's a "bug" - the scenario editor absolutely will not allow one to select "Construction Rights" over the entrance path. It has screwed up two of my scenario conversions so far with no idea how I willl fix one of them yet (Bumbly Beach). 


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QUOTE (Sox @ Nov 14 2002, 08:38 PM) 
<snip>another thing, after about year nine, on the main finance screen the colour the month name is written in works its way through the palette, eg. march will be black, april will be grey, may will be white etc. dont know if this an easter egg of sorts or random fault in the game, anyone else experienced it? 

Yep, I think it's a bug.

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While building a coaster I deleted both ends of a section I was scrapping. When I got to the end piece, the track was set to Station Platform by default. I right-clicked on another piece to resume the track when I noticed that the piece of station was still there in it's silhoutte form. I completed the track and tested it, but it wouldn't let me save it because there can be only one station on that type of coaster. I tried to connect up with it and then delete it but discovered that I couldn't because it wasn't really there.

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I ran into the same problem only mine happened after I had spent quite a while creating a new coaster, then I couldn't save it! I have documented it (with pics) and sent it to Infogrames, and they finally admitted it did appear to be a bug. Out of curiousity, what type of coaster were you creating when it happened. I was working on a Multi-Dimensional coaster when I ran into it.

Also, I mentioned it in the following thread

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I found another one as well. I have been building many "racing" coasters that are really one track that crosses over itself and then has two adjacent stations. If I build it in the same manner as RCT1, with two really long stations and not using the block brake system, I can save it easily. If I, however, build it with 4 stations (a load and unload for each side) and run it in block brake mode, it doesn't save correctly. I learned this the hard way when I spent FOREVER on a coaster and saved it and then tried to load it for my girlfriend having it say, "Can't build until it's closed..." ...in Coaster Designer mode!! Grrr.... 

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ymincer I encountered exactly the same problem, within the first day of playing RCT2, I have no idea why on earth I didn't post about it anywhere!   

Anyway, I imported a large mobius (the type of coaster that races itself with only one track) Harry Traver style wood twister into RCT2 through the track manager.

I added 2 unloading 'exit only' stations like you did, and added a mid course block section so I could run 6 trains.

After all the modifying, which also included switching all the MANY  drop/up curves for banked versions, I finally tested it, and it worked beautifully, albeit with a bit of confusion working out the exact station settings to get all 3 pairs of trains to race.  

I saved it, and then went into a scenario with the intention of adding some station walls & things to it, I got the dreaded "Can't build until it's closed..." message, and I thought WTF???   

After about 5 attempts at re-importing the coaster into RCT2 and reworking it every time, I still couldn't build the coaster from the saved track file.

I finaly gave up and modified the coaster so it still had all the RCT2 additions (block sections, banked hills etc..) but only had one 'entrance' and one 'exit' sation, on the first 'side' of the coaster.

After doing those modifications and saving the track, it can now be placed anywhere, no problem.

All I do once the coaster is placed, is re-add the other 'entrance' & 'exit' stations, set the correct number of trains, test using the slightly confusing procedure I originaly worked out to get the trains positioned correctly, and there you go.

If you build it like I said, i.e. stations on only the 'first side' of the circuit and half the number if desired trains, save it and re-add the stations & trains once placed, it will work fine!  

Edit:

I just remembered the 'strange' starting procedure I used....

I had to start testing the coaster with the 'Syncronize Adjacent Stations' setting off, let all the trains do their thing making their way round, until train no.3 had made it's way back to the first 'entrance' station.

As soon as train no.3 had *started to leave the station* (very important), I quickly set the syncronize station setting on, and the trains lined up together and went round as intended.

BTW 'train no.3' is just my example, I was running 6 trains, so you must apply that principle to the 'middle' train, though ofcourse it's actualy the train before what would be 'middle', since the number of trains is an equal number.

Hope that helps! 

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There very well could be a bug in the stats calculator. I downloaded an Inverted Vertical Shuttle track from the ride exchange, plopped it down in the track editor and ran it. It had I think 5 or 6 inversions, ran for 6 circuits really compact, kind of neet looking, etc. So, first time I ran it, the ratings were like N ~20, I ~ 25, E ~650! No that is not a typo, it actually was 650 on excitement, so I immediately thought "oh, this is a bug". To confirm my suspicions, I plopped it down on an in game map, and re-ran it, and the ratings were all within the acceptable levels (somwhere between 5 and 7 for all three). Along with that, I dropped it to run one circuit, and the excitement dropped to around 1.5, so from what I've witnessed, there is most definitely a bug in the calculator. 

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Has anyone ever seen a peep get a hole-in-one?  For some reason, it's always been on Hole C. (Normally everyone usually takes three shots per hole!)

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When I try making coasters synchronize they won't work. Some error comes up and I have to quit off the game. I'm not sure if it's a problem with the disk or if I'm doing something wrong. Please help. 

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The error trapper is a bug which presents itself to you when trying to start (open/test) a synchronized coaster when its accompanying racing oppenent coaster is closed. You need to either pause the game and start them while paused, or, start them with the synchronize button unchecked on both coasters and check it (on both rides) while they are out of the station. 

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Actually importing the landscape from an RCT1 saved game really streamlines the process and I very much recommend that (I didn't realize on the first reading that you weren't). What I do is open the scenario in RCT1 - and then save it right away. BTW change the name of any pre-built rides (to nonsense names like "vuloiehgwvuihsu" when you save the game so that when you add them you can use the real name - otherwise you'll run into a bug where the scenario editor tyhinks the ride is still there under that name even though it isn't.

Then open the scenario editor in RCT2 - click on the disk icon on the top left of the screen and choose Load Landscape - find the RCT1 saved game on your hard drive (or save it to the RCT2 Landscapes Folder). The landscape will pretty much be in tact (except for paths may change color - land facings and tops may be different (because of the removals and changes from one game to another).

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You might have noticed, when placing a 3D sign, that the sign will automatically "pick-up" the name of the closest ride to it.

You might not have noticed, however, that the game considers the name on the sign as a "ride name". 

If you place a sign first (building in scenerio editor), then build the ride and try to rename it to the name you placed on the sign beforehand, the game will tell you "ride/attraction name all ready exists".

The workaround is, if you placed the 3D sign first, is to rename the sign to the ride name you want, then rename the ride.

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IMHO Atari is just going to continue squeezing the life out of this sim with expansion packs and not attend to the real issues. One being that RCT2 was not finished when it hit the store shelves. I think Sawyer threw them a half done job and someone in the mailroom was given the chore of making it work. 

The whole of RCT/LL should have been brought forward intact into RCT2 instead of omitting the basic things. Take the insane queue menu as the classic example of sheer nuttiness giving us the choice of yellow, yellow, yellow, or yellow queues. 

All the terrain side facings should be restored.

There is a Ferris wheel bug where it stops after so many revolutions.

When stations are synchronized the wait time cannot be set to separate the trains. 

Raise the graphic and ride limits to make the concept of expansion packs actually worth buying.

But these fixes would require their opening the code. I don't see them expending any time on something they are successfully squeezing to death without this extra cost.

Then give us real new flat rides instead of just slapping new gew-gaws on the scrambler.

I'd rather have these problems addressed in the next pack and not see anymore "new" coasters added. We have enough coasters. Just fix what is broken or has been greviously omitted from RCT/LL. If I had everything of RCT/LL and the graphics of RCT2, I'd have one of the most perfect sims created.

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There is a bug in the Wooden Wild Mouse coaster under the "color" tab.  The selection "Different Color per Vehicle" should NOT exist.  However, if you ignore this selection and don't mess with it, it causes NO problems (use the other two selections of "all vehicles in same colors" or "different colors per car" instead). 

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Note that there is a bug in the way the new Jr. Roller Coaster handles the coloring of cars.  If you choose the "different colors per vehicle" option, the vehicle list will indicate that you may color two more vehicles than you actually have.  Furthermore, the first vehicle color selection on the list only changes the color of the vehicle on the "number of cars/trains" tab in the ride window.  It does NOT change the color of the first car on the train.  Changing the second vehicle color selection on the list changes the color of the first vehicle of the train (and onward down the list... changing the third vehicle color selection on the list changes the color of the second vehicle on the train, etceteras).

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