Fixed an issue where Move Snap axes could become misaligned.
Fix for an issue where you could become blocked from progressing during the multi-select step in the tutorial.
Chain lift speed will now show in your specified units of measurement.
#No limits 2 coaster no appearing in simulator update#
Coaster test results will now correctly update to your specified units of measurement.
Updating the launch time on a sequencer group can now be undone correctly.
Fix for an issue with camera movement when exiting the Display Camera view for the first time in a game session.
Added controller hints to the main menu.
Added a "Categories" button prompt above the Browser to make it more clear how you access the Browser Categories panel.
#No limits 2 coaster no appearing in simulator series#
(Xbox Series X|S) Crash when resuming from connected standby and attempting to enter career mode.
Crash when deleting or undoing placement of rides when heatmap was showing.
Crash when confirming advertising for an Info Booth.
Crash when deleting a scenery piece in a building that isn't the one you are currently editing.
Crash when exiting the Workshop on the loading screen multiple times.
Crash when editing filters in the Workshop.
Crash when changing the track piece on a transport ride as the ride train is going over it.
The team have been hearing your feedback, and reading the Issue Tracker, so thank you for sharing your pesky bugs with us! We're now ready to release Update 1.3.3 - please continue to share your Issue Tracker reports with us!Īdded fixes for various crashes, including: It's a good idea though that could work if done really well but it might over-complicate things right back to the Newton2 level of building because there would have to be SO much to tweak and calculate (calculating that the program would do, not you) to make it an acceptable fit in your ride.We hope you have been enjoying Planet Coaster: Console Edition! We've loved seeing what people have been creating, and we can't believe how many creations are already on the Frontier Workshop! Thanks to everyone who has shared their creations with us, and their fellow PlanCo Fam! I can perfectly picture what you're saying, especially because it is similar-(ish, mind you) to an Elementary+Newton2 baby, but overall in my opinion it just wouldn't work out in the end. Your idea is like a less complicated version of Newton2, but I'm not so sure it'd work well. If it got REALLY far into making things realistic, you'd ACTUALLY arrive right at Newton2, which builds in segments that you adjust by degree, force, time, snappiness, etc. If one "Flat to Bank" was perfect in one turn, if you "pasted" it in another situation with a higher speed and slightly different angle, it'd totally be messed up, even after tweaking the length and such of it. I mean, you'd at least be able to do more than go in the 8 general directions, but transitions between two elements are never the same. But those are just my thoughts.Īs for pre-built "Flat to Lift Hill" pieces that you tweak, well, we'd be back to the non-realistic flow of RCT. Newton2 is more about exact numbers if that's what's easier for you, but the idea adjusted from yours that involved tweaking vertex handles by increments, that could be helpful as well. Sure Newton does good but I have a very little idea as to what any of the details mean. I like the depth that NL grants me but just building the coaster is more strenuous than actually putting it all together. Not just "Flat to Lift Hill" but more of a "Flat to lift hill" transition where you can change the angle, length, roll, whatever you want. I feel like the whole process could be easier. There are other ways to build in NoLimits like Newton2 though. Designing real coasters isn't easy, so NoLimits isn't exactly easy (but of course WAY easier than making a real ride). However, there will never be an "RCT3 meets real-life".RCT is easy because it is very limiting and unrealistic. The development team has mentioned a *slightly* easier way to hand-build (vertices controlling the heartline instead of the track). More of a RCT meets close to real life kinda deal. I know it seems silly, but I would like to see a bit more noob friendly approach to building the actual coaster.