Cool test feature in RCT3

G

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Archived from groups: alt.games.rctycoon (More info?)

I just discovered that you can test an incomplete coaster in *pause* mode.
The coaster trains are rendered as "ghosts". When they get to the end of
the track, they simply disappear without crashing.

This makes it easy to test a coaster while you're building it.

sda_mail Scott | Yields over 30 blasts or
@comcast.net Amspoker | 80 gentle honks per charge!
^ my email |
 
Archived from groups: alt.games.rctycoon (More info?)

>
> I just discovered that you can test an incomplete coaster in *pause* mode.
> The coaster trains are rendered as "ghosts". When they get to the end of
> the track, they simply disappear without crashing.
>
> This makes it easy to test a coaster while you're building it.

Cool. That was always missed in RCT 1 and 2.
 
Archived from groups: alt.games.rctycoon (More info?)

Yup, definately a time saver, I can't tell you how many times I've gone to
create a coaster to find out it didnt make it around the track and had to
try to fix it. With the ghose trains I can set them to test and just watch
the train as I progress building the coaster to make sure it completes the
circuit.

Definately a good thing.

"Scott Amspoker" <see_sig@nospam.com> wrote in message
news:uefoo0lj2kcfmqil4qfg8ua1a54k8ps47i@4ax.com...
>I just discovered that you can test an incomplete coaster in *pause* mode.
> The coaster trains are rendered as "ghosts". When they get to the end of
> the track, they simply disappear without crashing.
>
> This makes it easy to test a coaster while you're building it.
>
> sda_mail Scott | Yields over 30 blasts or
> @comcast.net Amspoker | 80 gentle honks per charge!
> ^ my email |