Base measurement unit of planet coaster 2?

I just realised that Planet Coaster 1 and 2 convert 3 feet into exactly 1 metre. This explains so many issues I've had with my roller coasters. I assume the engine's base measurement unit is imperial since Frontier is based in the UK.

However, I genuinely thought switching to imperial would change the grid, making 3 feet slightly shorter than 1 metre in reality. Instead, 1 metre in-game is just 1 "PlanCo-Metre" (which actually equals 0.9144 metres).

I guess the same goes for speed. Frontier probably used ft/s instead of m/s internally. Honestly, I didn't even know ft/s was a thing...

At least, the temperature can stay in Celsius, because:
WTF IS FAHRENHEIT !!!11!!1! 😃

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u/Flash-Fox-Box — 5 days ago

(SE2) This Design Is Very Human: Swining (Space)-Ship Ride (Blueprint below!)

SPACE ENGINEERS 2 Only!

BLUEPRINT: https://steamcommunity.com/sharedfiles/filedetails/?id=3767338786

This ride is based on HUSS Pirate Ship ride
62.539 PCU
42.219 kg Mass
Rotation is locked at 220 Degree (no inversions possible) -> I have another version for this. :)

Controlls:
The Ride should be Locked! Remember to Unlock the ride.

1: Start-Up Sequence.
This takes about 10 Secounds, then press 2)

2: Cruise Control.
Keeps the hight automaticly by using sensors.

4: Emergancy Break.
This clamps down the wheels. I originally planned to use the wheels to power the ride, buuuuut this only works in SE1. :( (I will edit this ride later, if keen adds a remote control for wheels)

6: Lock rotation.
This locks the movement to -2 and +2 degrees.
Yes, it nukes everything, when its in full swing. ._.

7: Unlock rotation.
Press this befor you start up the ride.

-------------------

Change Hotbar setup:
Search for "CTRL" timer. Those control the ride.
They are named like: Start Sequence, Mid Sequence, E-Break, Lock, Unlock.
So it should be clear what they do.

You can put a cockpit for FPS-View on the ride. I think. ._.

----------------

Adjust timer:
Search for "timer".
Timer Start XX Thrust -> Activation timing of the engine rotor.
Timer Start XX Free -> Engage free spin mode of the same engine.

The correct timing depends on YOUR SERVER/CPU POWER.

u/Flash-Fox-Box — 7 days ago

Those hinges are very unhappy with my project

This is why I was asking for a mod that locks hinges and piston.
Even if you use this for transfering ores or use it to tow ships, it wouldn't be much different.

u/Flash-Fox-Box — 9 days ago

Lock rotor and/or piston position (as a modification) in SE2

It always slams down on the wheels, and don't get me startet, when I run this theme park attraction.

SE1 had a lock feature, but is there a mod or workaround untill SE2 also had this feature as well?
If I use fixed landing gear, it stays stable, but it gets stuck on every bump in the road. Using piston for the wheels to lower them for driving would solve the problem when its stationary but not while driving the trailer around.

The seats are non-functional anyway, so im not in any rush, but would like to know, if anyone had a good workaround.

thank you.

u/Flash-Fox-Box — 9 days ago

Sunken Mage Tower - Demon Lord - 4th Circle Spells only / less then 100 Mana and 4 potions

You basicly doing the Star-Wars AT-AT tactics and run around the demon lord. You dont need to sprint to escape the grubby hands.

You can hear, when it stops. Most of the time, 1 sec befor the fire attack stops, so its more or less enough time for one Storm Fist attack.
Dont go up the stairs. It could reset the Demon Lord to full HP. That happend to me twice. It got stuck and fully healed!

As soon as it start spitting fire, you walk into the end of the flame, and storm-fist it to the ground. Stormfist has 10% longer ange than it's flame attack (same for fire warans as well)

If you dont get hit, you can do it with 2 potions. Could be an Idea for speedrunning.

u/Flash-Fox-Box — 11 days ago

This dmage is just sad. I remember Pyrokinesis a bit more powerfull. :(

Sad nameless hero noises.

Even ice block does more damage and I think, those wolves have ice resistance.
What would work better for 3rd circle? Fireball? Ball Lightning?
Those areas and the harpys are the last living enemies, apart from the locked down orc city, golems and swampsharks (mainly because of future quests)

u/Flash-Fox-Box — 13 days ago

This took 18 tries...

Gravity Kills / Der Tiefste Fall

But I think, I now know the correct timing.
It takes an additional secound, after the enemies got up, untill ragdoll can be applied again.

u/Flash-Fox-Box — 15 days ago
▲ 24 r/rct

Park is WIP, but close to be finished.

Im very good in brutalism, european and warehouses, when it comes to architecture... but not asian architecture

The 3 Wise Monkeys-Coaster are loosely aligned with the original coasters. Some key-Elements are kept. For example the canyon twists and the knot at the entrance. The mayor difference is the swing launch and ofc, that this coaster is the OpenRCT2 LSM Coaster by Edward Calver.

The secound biggest Coaster ist a unnamed wooden rollercoaster that has elements of "The Beast" and "Son of Beast". (The Helix of death and the inversion). Im currently try to finde a name that aligns with the 3 Monkey Myth. Maybe something about the Kōshin festival.

And yes, there is Moonsault Scramble again. At this rate, it might become a traveling coaster... because it appeard in so many of my scenario parks. lol.

The last rollercoaster is a Zierer Model. Tivoli / Large.

Final note: There is a shoestring rollercoaster, but its supposed to be a wave swinger, so I call it a flatride.

u/Flash-Fox-Box — 3 months ago