r/rct

▲ 1 r/rct

Have you ever made $20k in ride profits?

I created a scenario with the goal being $20k in monthly ride profits, the intentions of that was for it to take quite a while to finish, and I’ve honestly spent sooo much time just developing the scenery, but I’m on year 21 now and at $15k. It does go up and down a LOT. I’m enjoying just creating a big diverse park, but I’m wondering has anyone ever gotten 20k a month yet?

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u/Personal_Orchid3675 — 7 hours ago
▲ 85 r/rct

Efficiency of food courts?

Anyone else end up building food courts in empty spaces? I always end up doing this when I have several food stalls I haven't built yet, and load up the pathways with benches.

What's the most efficient way to use food stalls? Also, which ones tend to make the most and least money?

u/BlastyBeats2 — 12 hours ago
▲ 21 r/rct

Weird theme parks are my only inspiration to practice scenery. I have also learned that I am immature.

u/LaRreinaa — 6 hours ago
▲ 76 r/rct

Today I build a 9 x 5 Floorless Twister exceeding 9 Excitement

You can think of this as a more intense variant of this coaster I posted a while ago. It uses a simple exploit you can use in any RCT version (more below). You need tons of floating path and 2 floating (unused) entrances to reach stats this high, but it's a lot prettier than the old design. The corkscrew the Floorless Coaster version has allows for much better pathing and 4 (instead of 2) outside tiles that provide extra stats when occupied by stalls. The old Hyper Twister version has lower but more gentle stats. Both coasters are highly profitable and attract tons of guests so you need to optimize your pathing to prevent overcrowding.

You can download this design (or any other one I posted) from this Google Drive.

Read this if you're interested in how the exploit works in detail:

>!If you delete station pieces, the game automatically scales down the train count and/or size to the new maximum. But the same goes for the opposite. If you then add back those pieces, the game will automatically restore your original settings. This automatic setting rollback does not touch the lap count. So you can build a long station and set it to use 2 trains, then delete stations to force the game to make it only have 1 train, then set lap count to 2+ and then restore the station to its original length. This restores the extra train, but keeps the lap count intact. So you can have multi-lap coasters with more than 1 train. You can also use this method to use multiple laps with multiple stations. You just design a track with multiple stations, then delete all but the first, set the lap count, then rebuild the stations. The game hides the lap count in the UI, but it does not reset it. You can also use both to have multiple trains, multiple stations and multiple laps. Multiple stations with multiple laps have interesting interactions. If a track has 2 laps and 2 stations, it will drive through the 2nd station without stopping and double each inversion and drop for stat calculation.!<

u/Geta92 — 11 hours ago
▲ 33 r/rct

Tormenta recreation in Pacific Pyramids

Roughed in the layout for now, I swear the vertical drop coasters I build in scenarios are about the same height as the drop after the midcourse. I really wanted it to feel as imposing as the real one and now it towers over everything else in the park.

u/bombardhell — 9 hours ago
▲ 38 r/rct

Equilibrium

Dive loops crabwalking there way along. This one nailed it for me. First coaster I've made that can go through 4k guests an hour.

Excitement: 8.43

Intensity: 7.51

Nausea: 4.07

Max speed: 53mph

Avg speed: 27mph

Ride time: 1min:44sec

Ride length: 5,427ft

Max positive vertical Gs: 3.56g

Max negative vertical Gs: -0.74g

Max lateral Gs: 1.64g

Total airtime: 3.66sec

Drops:11

Highest drop: 78ft

Inversions: 6

Space required: 16x26

Estimated cost: $31,980

u/hippyripper22 — 1 day ago
▲ 207 r/rct

"Cursed Balloons"

I have no idea if this has been posted before, so apologies if I'm sharing old info...

For all of my years playing this game, I've always wondered what's up with the balloons. Sometimes a guest will let go of one, and it'll float up into the sky... where you can click it to satisfyingly pop it.

...usually.

But once in a while, there's one- JUST ONE- that flat out refuses to pop. You click, it dodges your cursor. You click again, it dodges again. It's like this thing KNOWS you're trying to pop it and it's just gleefully rage-baiting you along. Ever since I was a kid, I've wondered: is this a bug? Is it intentional? Was it accidental behavior that Chris Sawyer just left in for laughs?? WHY??

While exploring the codebase this morning, I stumbled across this little gem... it's 100% intentional, and it's straight from Chris Sawyer's original code (OpenRCT2 ported it faithfully). Here's the actual function, Balloon::Press() (entity/Balloon.cpp:73):

void Balloon::Press()

{

if (popped != 1)

{

// There is a random chance that pressing the balloon will not pop it

// and instead shift it slightly

uint32_t random = ScenarioRand();

if ((id.ToUnderlying() & 7) || (random & 0xFFFF) < 0x2000)

{

Pop(true);

}

else

{

int16_t shift = ((random & 0x80000000) ? -6 : 6);

moveTo({ x + shift, y, z });

}

}

}

There's even a comment spelling it out. But the mechanism is the beautiful part, and it's hilariously sneaky:

The dodge is keyed to the balloon's identity, NOT the click!

The pop condition is (id & 7) || (random & 0xFFFF) < 0x2000. Read that as two kinds of balloon:

- id & 7 != 0 → 7 out of 8 balloons. The first term is already true, the || short-circuits, and it pops on the very first click, guaranteed, forever. These balloons can never dodge.

- id & 7 == 0 → 1 out of 8 balloons (the ones whose entity sprite-index happens to be a multiple of 8). For these, the first term is false, so it falls through to the coin flip: (random & 0xFFFF) < 0x2000 is 8192 / 65536 = 1/8. So a "cursed" balloon has only a 1-in-8 chance to pop on each click, meaning it dodges 7 out of 8 clicks.

So it's not that any balloon randomly resists sometimes. A balloon is born either instantly-poppable or stubborn, decided by which entity slot it got allocated (its id). The stubborn one will fight you every single time you meet it; because you're not up against a 5% fluke, you're up against a 1/8-per-click coin that keeps landing the wrong way!

When it resists, moveTo({ x + shift, y, z }) literally jumps it ±6 units sideways (the sign is pulled from the random's high bit). So it doesn't just refuse... it hops left or right out from under your pointer. Combine that with Balloon::Update() drifting it up a step every 3 ticks, and a cursed balloon you can't land your 1/8 on will jitter sideways and float off the top of the map (z >= maxZ → Pop(true)) before you ever get it, escaping clean.

For a stubborn balloon, pop-chance is 1/8 per click → a geometric distribution with expected 8 clicks, but a fat tail: getting 15–20 dodges in a row is entirely normal. That's exactly the "click over and over and it keeps dodging" experience.

So: not a bug that survived, not an accident... it's a deliberate little cruelty Sawyer baked in, preserved bit-for-bit ~30 years later. Some balloons are just built to get away :) 🎈

reddit.com
▲ 26 r/rct

Happy 4th July ☺️🙌🎉🎊🎆 to you all r/rct. Here are some park expansion upgrades from me and my sister.

Hello to you all Happy 4th of July to you all hope you will all have a safe good cool holiday today which we are mostly staying home dealing with certain things life as we all do as some times points.

So anyways here are some new park updates that my sister and I did thought of showing on here as we uploaded them to Rctgo as we did these parks a year half ago thought of expanding them for fun which made the parks rating all higher better by expanding them which was a lot of work but worth it at the end.

Pictures may not be in order but parks are, in order by number couldn't add but 20 pics.

1.Boneyard an Desert 🏜️ Scenario with many Cactus 🌵 around Airplanes ✈️ in the Middle , many other coasters around which gives this park a wonderful experience of discovering airplanes and exciting thrills,

Couple Coasters in Boneyard are inspired by Ferrari Worlds Dubai Formula Rossa and Flying Aces which both weren't to easy to build the launch coaster took about five tries with the train to make it back to station with only 120 mph, stats are red little but coaster is good itself, flying aces one my sister couldn't do a tall non inverting inversions just build a butterfly inversions which ride is more worth it like that,

Boneyard located near Amarillo TX has many such experiences in a desert with planes and cactus.

2.Daniella's Dreamland, and Euro Theme Park which was first medium sized which we didn't win the park objective until we expanded the park and won't the park objective instantly, one coaster was inspired by Mirblandia Italy's Sierra Tonante that closed mid 2000s wanted to build a wood coaster like it which turned out okay,

Few other coaster around were just inspired by other coasters in previous scenarios, one coaster that is posed to a Mack or Intamin Launch Mega Coaster themed to a lost Kremlin Forest has Ultra Extreme Stats as it was our first coaster ever with Ultra Extreme Stats guests rides the crap out of,

Daniella's Dreamland near North of Houston TX has sorts of attractions in a deep forest with few lakes (Scenario was inspired by Katie's World)

3.Termite Excavation, is an mid sized Australian Scenario we did last year, my sister thought it needed more expansion and rides which some was easy and most wasn't,

She built her second Compact Looping Coasters Vekoma SLC coaster with Double Loops which took five tries building with good stats them finally it turned out good at the end themed to Fromosan Termites very terrifying isn't it?

Most other coasters around park are just other inspirations from other coasters we built in previous parks, also my sister built her first Single Rail Coaster like SF Great Adventures Jersey Devil which she tried to make it out and back but lost lots of speed being so tall and high, just built paths other rides around it to make area more fitting,

Termite Excavation near San Angelo TX offers such unique rides experiences but don't get Termite bit lol.

4.Vintage Woodlot, an Forest Park at first with classic style rides that we did last year just thought of adding a twist to it, which was lots of work but worth it,

So we wanted to build an indoor park with an outdoor park on top of building, which we copied a prison building from another scenario with a tracked ride built it in the corner of Park which was leveled roughly just added other walls around where it lost scenery building,

Not a whole lot of history or inspiration to it, park just offers quite and wholesome experience of any amusement park, just other coasters built outside the tall park gates prison themed, prison building somehow converted to an amusement park in the 60s/70s, and advanced in the mid 80s onwards,

Park started as a small family park, then became a bigger park in the 1920s 30s with a prison building right next door which prison sadly went out of business park bought the building to make new history which was successful in the 1980s/90s, near Splendora North of Houston TX.

Well anyways I just thought I would show my newest park updates here since I'm not much having a good time life situation with other things doing my best at what I can and all as later on even in my current parks scenarios I already did, I may just add other flat rides and stall to my parks for fun just little by little later on as it's all we and I can do,

Happy 4th July 🎆🎇🎉🎊🧨 to you all and enjoy ☺️🙏🫶

▲ 65 r/rct

WIP - Choco Cliffs - Candy Colorway Section

Just showcasing a screenshot of a park I have been working on and having a lot of fun with. It's called Choco Cliffs, and it is an NCSO no hacks style park in OpenRCT2; I'm trying to stay as true as possible to old school RCT park building. The park will be themed to different sweets, something akin to a Candy Land style park.

u/AzureMustang — 1 day ago
▲ 7 r/rct

(RCT Classic) Any tips for making trees look natural?

Especially if I’m making a wooded area of my park. It’s a struggle because if I use just 1 or 2 types of tree, it looks weird and repetitive. But if I have more types of tree, it looks sloppy and disjointed. And choosing the right types of tree is also challenging because some of the different types really clash with each other when you place a bunch.

Also, when creating a scenario, it gives you the option to “scatter” scenery items. Do y’all use this tool? I think the pattern looks weird if I use it.

Anyone have tips?

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u/TheKid1995 — 1 day ago
▲ 77 r/rct

Soylent Orange (😃10.02, 😮9.07, 🤢5.37)

This woodie is part of my Future World play through, and yes it’s a new twist on an old classic.

I didn’t expect to break 10 excitement- baseline excitement was just over 8. The biggest boost came from using the heartline twister coaster for its best purpose… not as a ride, but as “trackitecture”.

Not only do the “pipes” appear to enter the orange lake, but I actually think that the rest of the mine theming (just what I had available at the time) really seems to convey mysterious and dystopian.

Soylent Orange may be too intense for me!

u/Big_Extreme_8210 — 2 days ago
▲ 68 r/rct

Iced Lemon

Bit of a different spin on the Bobsleigh coaster. *I finally managed to pair my device (without seeing the screen miraculously) with my partner's switch so I can play again 😁😁😁*

u/Tgzdoll — 2 days ago
▲ 28 r/rct

Today I build a 10 x 5 Micro Steeplechase

Ah yes, the Steeplechase. An early unlock for tons of parks yet something you rarely build because it is essentially a worse Junior Coaster. It took me some odd workarounds to be able to get all path bonuses, but this layout works out nicely. It also gets extra stats from 2 optional stalls underneath the final drop. Make sure to always use the tallest stalls you can fit to get the highest boosts for these. There are 2 more empty spaces in the plot you could place stalls in, but you won't get extra stats for those as they're (technically) not beneath the track.

You can download this design (or any other one I posted) from this Google Drive.

u/Geta92 — 2 days ago
▲ 96 r/rct+1 crossposts

𝐆𝐑𝐈𝐅𝐅𝐈𝐍 | Dueling B&amp;M Flying Coaster

Mount the mythical hybrid creature!

You know how much I love making dueling coasters, so the ultimate challenge for me was to create one with the Flying coaster model. I'm really pleased with the end result, especially considering how hard it is to make a realistic layout within the game. For instance I would've really wanted the big camelback to make a half-twist upwards the hill so it essentially becomes half a Zero G roll. But, since that isn't possible in OpenRCT2 (yet?) I decided to stick with the camelback and have a somewhat intense section where riders lay on their back.

I think I really nailed the dueling and racing part. Even though in the video the same side wins each time you have to trust me when I say that the weight of the guests actually decide the winner! They are completely synced up, despite having different track lengths.

LION (Orange Side) Stats:

  • Excitement: 8.44 (Very high)
  • Intensity: 7.70 (Very high)
  • Nausea: 6.79 (High)
  • Max speed: 91 kph
  • Ride time: 1 m 21 s
  • Ride length: 1,043 m
  • Max. pos. vert. G: 3.56
  • Max. neg. vert. G: -1.44
  • Max. lateral G: 1.34
  • Total air time: 3.51 s
  • Drops: 7
  • Highest drop: 28 m
  • Inversions: 2

EAGLE (Blue Side) Stats:

  • Excitement: 8.73 (Very high)
  • Intensity: 7.79 (Very high)
  • Nausea: 7.11 (High)
  • Max speed: 91 kph
  • Ride time: 1 m 21 s
  • Ride length: 992 m
  • Max. pos. vert. G: 3.58
  • Max. neg. vert. G: -1.28
  • Max. lateral G: 1.36
  • Total air time: 3.45 s
  • Drops: 8
  • Highest drop: 28 m
  • Inversions: 2

If you like my designs, I have more on my Youtube channel!

u/AcidRegulation — 3 days ago
▲ 32 r/rct

Urban Park finished with no expansion and no elevated path

u/bitman2049 — 2 days ago
▲ 26 r/rct

How to make this

I saw this on open RCT menu and am trying to replicate it but I can’t figure out how. It seems like it’s doing things the game won’t allow me to do. For example, the diagonal water fall. I thought it used the single rail roller coaster for the circle. But the game won’t allow me to place pieces next to the rails. Also, I noticed in another park that someone had their waterfalls at half of what it is. Thanks.

u/Personal_Orchid3675 — 2 days ago
▲ 86 r/rct

ArieForce One

Happy 4th of July weekend. In honor gave a try to the passion Project of Arie Jr himself, ArieForce One. Arid Heights decided to purchase and move the coaster for a light sum of 11,598,350. Figured it fit really nice at the front of the park. Wanted this recreation to be as close to the original as possible. Obviously theres a few tracklayout pieces that cannot be done properly in RCT. None the less I tried to get the first drop as close as possible to the real version, the inversion count, and all of the G forces as close as possible to Mr Arie's project. I forgo the speed humps at the beginning and the elevated station platform. The trackfile is a little different cause it required a large loop piece to make the same. You can change it if so needed.

Excitement: 7.87

Intensity: 7.71

Nausea: 3.73

Max speed: 65mph

Avg speed: 22mph

Ride time: 1min:28sec

Ride length: 3,806ft

Max positive vertical Gs: 3.65g

Max negative vertical Gs: -1.10g

Max lateral Gs: 1.38g

Total airtime: 5.88sec

Drops: 11

Highest drop: 131ft

Inversions: 4

Space required: 58x54

Estimated cost: $26,896!?!?!

u/hippyripper22 — 3 days ago