Parkitect

Parkitect

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Advanced Tracked Ride Stats
   
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Mods: Mod
File Size
Posted
1.038 MB
11 Jan, 2024 @ 11:07am
1 Change Note ( view )

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Advanced Tracked Ride Stats

Description
This mod adds a table to Detailed Stats section with breakdown of different stats, their contribution to the Excitement score, and the game's expectations.

It can be used to figure out why the game disagrees with your ride being cool, or to explore how different ride designs affect their metrics.

Legend
Column
Description
e
Stat's current excitement contribution
v
Stat's current value
emax
Stat's supposed maximum excitement contribution
vmax
Stat's value that produces the aforementioned maximum contribution
vnear
Value range that scores 95% or more of maximum excitement.
You can change this threshold in the mod settings.
Δe
Difference between the current contribution and maximum contribution.

Direction Changes Per Minute
Shown as DirCh/min, Parkitect registers a direction change as following:
If the vehicle is currently withstanding a lateral G-force of more than 0.1G,
And the sign of the current lateral G-force is different to the last recorded one,
Then increment the direction changes counter and store the current lateral G-force.
This has a few implications:
  • It's possible to register a direction change by shaking the vehicle a little bit.
    (by building banked tracks)
  • Sufficiently slow, gentle turns will not register as a direction change.
  • The first left/counter-clockwise turn(s) will not register as a direction change because initial stored force (0) is positive.
    In other words, a ride with left turns only has 0 direction changes, but a ride with right turns only has 1.
For your convenience, the total number of direction changes is displayed.

Train length
I haven't figured out a way to calculate maximum train length per ride type, so I'm assuming that you've set it to an appropriate value.

Total
This is an approximate maximum excitement value - that is, if you were to add up the maximum contributions from each stat.

Depending on the ride, it may be impossible or impractical to build a design that maxes out all of the stats at once.

And remember - efficiency isn't just about excitement.

Known issues
  • Some stats (e.g. direction changes) only update when a train reaches the end of the track, thus the table can be out of sync for a bit.

Credits
2 Comments
YellowAfterlife  [author] 24 Jan, 2024 @ 1:42pm 
Cheers! I wouldn't consider the graphs to be particularly cheaty, just that you don't need this much information most of the time - a "peak" value and a "pretty good" range are enough.

Though the real reason why I got around to it is suspecting that things aren't as simple as they seem with tunnel transitions and direction change calculations. And I was right - DirCh/min is a whole thing (with interesting implications for low-velocity rides), and tunnel segments on adjacent track sections count as one, which explains oddities in some of my designs.
Dub 20 Jan, 2024 @ 4:50pm 
I'm amazed someone actually made a mod like this. Having made the coaster stat calculation guide on the fandom wiki, I'm so happy there's now an in-game way of being able to tell how to improve your coaster's stats that doesn't require you to have seen the bezier curves as they can easily feel very cheaty. Even so, having access to said bezier curves can now allow you to properly optimise your coaster to have stats that fit said bezier curves.

Also, thank you for publicly displaying what a direction change actually is. I was stumped with regards to the stat as it seemed to correlate with actual turns when testing it. I found that consecutive turns in one direction caused a single direction change whereas two curves separated by straight pieces contributed two direction changes. I'm happy to see it came down to something else other than actual track pieces, as nothing else in this game related to the track pieces used, instead depending on some other stat.

Thank you!