





Does someone have information on how coaster tech works in TPT2? Info in desc.
Park photo on first slide because it's sort of related to the game, and you can see two coasters running fine together without conflict.
Does anyone know how the coaster technology works in TPT2? I am not asking for general coaster information, I'm not looking to make a competitor game, but rather a train system with similar tech (slides 2-6). I know that the coaster cars are not unanchored since I've made blenders for fun, and they always stay on the track.
So far, I've been working with a scripter who's been able to use a tween system (see Slide 6), but the game can handle only one track that can occupy only one train. If a second train is added, then it just follows the same path at the same time, glitching inside the first train. He said that he could try scripting the game to be able to hold multiple tracks, but it would generate a ton of server lag. However, I've played TPT2 since around 2018, and I know the game can handle a lot of stress as I've made blender parks before. This is really what I'm asking:
1: Does TPT2 use a similar tween system with nodes? If not, what movement tech does it use?
2: How can TPT2 handle multiple coasters in the same park without conflict? Also, how can it be able to hold multiple trains on the same track? Yes, I know how block sections work, but I'm asking Roblox-wise.
3: How does the game barely lag in full servers? I guess that the roller coaster trains themselves are pretty primitive, like 50 parts max and each train car for my game is around 150 parts (300-600 per train.) However, the game can run somewhat smooth in a full server with easily 70-ish coasters.
(Bonus) 4: How do the coasters stay synced on different clients? For example, when you go to someone else's park, it will load in the rides, and the train will be on the same part of the layout on your client and the other person's client. You can leave the park and it'll unload, then you can go back and it will load & stay synced.
Would be great to get a response from someone knowledgeable, or hell, maybe even a developer/contributor.