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The E Stop. Is it essential?

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Post June 14th, 2005, 4:46 pm

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Hi all. I have a question. When peeps download an NL coaster how many actually test the E Stop on the ride? (I never have), I'm asking this due to a coaster I had a hand in making, running 5 trains with a working e stop. To do this we had to add an MCBR which did stop the train if the stop was deployed, but without this mcbr the ride runs much faster and paces better.

http://www.coastercrazy.com/track_exchang ... p?tid=7671

So do we REALLY need to include a working E Stop in our coasters? Thoughts would be appreciated..

Post June 14th, 2005, 4:53 pm
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no, but you'll get downrated for not passing the e-test by the most raters who take time for it. As for the e-stop itself, it;s for safety reasons, the coaster would be realistic if it hadn't so emergancy system

Post June 14th, 2005, 4:56 pm

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Why not reduce the number of trains and just get rid of the mcbr? If the track is short, there really is no point in having a mcbr, but if its a long track then a mcbr can really help space the trains.

If you do have to use a mcbr, the best way to implement one is to have it only engage the brakes during an e-stop and to not trim off any speed from the train as it plows through the mcbr.

Post June 14th, 2005, 4:56 pm
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Without an emergency stop that can safely halt all of the trains, the coaster would crash and kill peeps in real life, resulting in up to 2 points off of your coaster's score. You don't necessarily need a MCBR to accomplish this... just make sure that the trains all stop safely when you press F12.

Post June 14th, 2005, 5:03 pm

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Using e stop, I can make a ride crash. It comes from a faulty lift that doesn't stop when it should. (for whateger reason)

Post June 14th, 2005, 5:43 pm

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Thats not realistic though. I know what you are doing, repeatedly pressing F12 until the train gets released from the lift and then leaving the other train stuck at the mcbr.

Post June 14th, 2005, 7:10 pm

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No, I time F12 so that the train rolls down the lift while the other train is resting on the mcbr (which is what F12 does). The lift is buggy in NL and doesn't stop it.

Post June 14th, 2005, 7:11 pm

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The use of an E-Stop is not necessary, IMO ... but if used it ought to work properly (so that idiots (there is no other word here) cannot try to force the trains to crash). Therefore, if you use one you need to think at this level and be sure to create so that this cannot happen. ;-)

Post June 14th, 2005, 8:25 pm

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By "idiot", you weren't refering to me, were you? I was just mentioning that it was possible, it's a slight bug in the game. (con't really care because I never try to crash it anyways)

Post June 14th, 2005, 9:01 pm

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Negative coaster ... but if the shoe fits ... however, it was not intentional. ;-)

Post June 14th, 2005, 9:06 pm

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I agree with TConwell.

If anything, E-Stop failures should only be a slight deduction, not a reason to take off 5 points from the technical score like some people do.

Post June 15th, 2005, 8:02 am

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coasteragent99, to my best knowledge, there is *not any* E-Stop bug in the game. In case crashing by repeatedly pressing F12 works, there is still a bug in the *designers* settings of lifthill(-acceleration) and MCBR.

BTW: A working E-stop should be mandatory. And IMO deducting one or two points for missing it is well recommended (in fact it's a matter of possibly injuring riders!) [:(]

redunzelizer, who in case of testing might well also be called an idiot then... [:p]

Post June 15th, 2005, 8:10 am
cjd

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Basically, there is a problem if you can press e-stop once and crash the trains. If you need to press it 3 times, there is a 1/100billion chance of such a ridiculous computer failure happening IRL.

Post June 15th, 2005, 8:58 am
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There is also still an e-stop problem when launching directly from the station. There are work-arounds to prevent crashes, but the end result from those work-arounds is not very realistic.

Post June 15th, 2005, 9:20 am

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I think you should have an E-Stop. Its part of pretty much every real life ride and its not hard to make a ride with an E-Stop work properly.

The only way people spoof if by mashing the F12 button. Otherwise, any other infraction should have some penalty.


Or, design smaller rides with 2 trains, that should never, ever crash.

Post June 15th, 2005, 9:59 am

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You essentially need an e-stop on rollercoasters, (and flat rides and water rides), so having them in a game where the point is to build a realistic coaster should pass the e-stop test. Also, if it comes to a hault nicely, make sure it can get back to the station after pressing it.

Post June 15th, 2005, 10:02 am

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My new coaster has an e-stop after the lift (you'll see next week probably) ... not in the middle where most folks normally place it. ;-) But honestly, I hate to trim my rides so if you have an E-Stop, have it not activate to slow down, and if you do activate it then make sure (of course) the train can make it all the way back on it's own (for woodies).

Post June 15th, 2005, 10:52 am

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In case crashing by repeatedly pressing F12 works


As I've said, I only press it once, I just have to sort of time it a little. The lift doesn't stop the train when the train ahead hasn't passed the mcbr, that's a bug.

Post June 15th, 2005, 3:00 pm

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Thanks to TJ's private explanatation to me I now know what I should have done to make the MCBR stop the train in case of the E stop deployment without slowing the train through the brake under normal running conditions. -->> Thanks bud!

NEXT TIME! [lol]

Post June 15th, 2005, 3:02 pm
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Also, if it comes to a hault nicely, make sure it can get back to the station after pressing it.

Yeah, or it would take forever and a day to reset the train back to the station.

Post June 15th, 2005, 3:23 pm

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Originally posted by thecool326

Also, if it comes to a hault nicely, make sure it can get back to the station after pressing it.

Yeah, or it would take forever and a day to reset the train back to the station.


Of course! We wouldn't want to have to rescue peeps 30 - 40 ft above the ground with cherry pickers would we! [lol]

Post June 15th, 2005, 3:29 pm

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Post June 15th, 2005, 3:44 pm
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Basically, if you are building a rollercoaster that you are going to put in the catagory of "realistic" then you need the E-stop to work, otherwise its not going to be realistic is it? Because all coasters in real life have to have a working E-stop, or they don't get past the health and safety people.

Having said that, I myself, never actually check to see if the E-stop does work, so theres no continuity there at all [lol]

Post June 15th, 2005, 6:36 pm

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Originally posted by coasteragent99

In case crashing by repeatedly pressing F12 works


As I've said, I only press it once, I just have to sort of time it a little. The lift doesn't stop the train when the train ahead hasn't passed the mcbr, that's a bug.


Again: in case *this* works out into crashing, the lifthill settings are plain wrong. Few people mangle the lifthill acceleration down from 1.1 to 0.4 or similar to effectively prevent that situation. So once lift has stopped (or slowed down) on F12 it will need way longer to accelerate again, than the other train to leave the MCBR. Got the trick? [?]

It's *not* a bug, it's missing user settings [:p]

redunzelizer, the other "testing idiot" [;)]

Post June 15th, 2005, 6:47 pm

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I've looked into the problem. I have a giga coaster, and like all giga coasters, this one's life extends over the hill very far. They should allow us to add in a "stopping point". Anyways, it was also because the setting for desceloration was left at .1, I set it to 2. Yes it did stop, but it was right over the hill (very odd looking too). For now, I'll see what happens if I trim out part of the lift that takes it over.

Edit: It works, but more than half of the other side of the lfit was trimmed, now I have a bunch of 3ds catwalks just sitting there, none of the needed lift. For now, I'll just decrease the lift's speed.

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