The Sims Crafters
Roller Coaster

A collaboration by several members of the Sims Crafters Discord server.

This mod consists of objects only, there are no NPCs, social interactions or memories, so it's chance of corrupting a 'hood is almost zero.
However, as with all new mods, you are strongly advised to create a test lot and a test Sim while you investigate if this mod is for you.

A fully functional roller coaster for your Sims to enjoy. The track is modular, permitting a huge variety of possible track layouts.

Can't be bothered to read the description below ... watch the video by Charmful

After a Sim is directed to "Take Ride" or autonomously decides to "Take Ride", they will start making their way towards the loading area. If the queue fills up before they arrive, they will shrug and cancel the action.

As the Sim is queueing, their social and fun will rise slowly and they will fidget, possibly cheering the arrival of another rider back to the loading area.

If their motives fall too low, they will get bored and wander away.

A Sim at the front of the queue with an available cart will make payment and take a ticket ...

... board the cart and start their ride, possibly waving as they depart the loading area. Their fun will increase rapidly and their comfort slowly.

As the Sim progresses around the ride they may cheer ascents, whoop on descents, ...

...clap or wave at bumps, or otherwise fidget.

Upon arrival at the loading area they will disembark, possibly vomit (depends on the track configuration) and make their way to a "rally point" sign.


Installation

There are nine files in the zip ...

  • the ReadMe.txt file - contains the latest information for the zip you've downloaded, probably more up-to-date than this web page. Read this, but you don't need to copy it anywhere.
  • the pictorial HowToBuildACoaster.pdf file - contains information on how to build a roller coaster. Read and build-along before attempting your own coaster!
  • the ColourSwatch.jpg file - shows avaliable track/cart colours. Only for information, you do not need to copy this anywhere
  • the CoasterCatIcons.png file - shows what the track sections look like in the catalog. Again, only for information.
  • the COLL_WH_Coaster.package and COLL_WH_Coaster_Community.package files - optional, copy these to your Collections folder if you like things in collections.
  • the WH_Coaster_Accessory_ExitOnlySign.package and WH_Coaster_Accessory_RallyPointSign.package files - optional but highly recommended, copy these to a sub-folder within your Downloads folder
  • the main WH_Coaster.package file - required, copy this to the same sub-folder as the signs within your Downloads folder

You will also need Money Globals


How To Build A Roller Coaster

The track configuration of the roller coaster is not fixed - there are 13 track pieces that can be arranged in a huge variety of possible track layouts.

There are right and left handed curves and up/down versions of each of the four ramp pieces.

Constructing a roller coaster is not simple, which is why there is a 21 page PDF manual (see Files) on how to do it. It is strongly recommended to build the coaster in the manual before attempting your own.


Configuration

The roller coaster is very complex. Attempting to configure it should only be undertaken if you are an experienced SimPE user and have prior experience of BCON tuning.

The BCONs 0x1000 "Tuning - Motives" and 0x1009 "Tuning - Money", and the OBJD 0x41A4 "Coaster - Console" entry 0x0012 "price" are the only values that should be changed without an in-depth knowledge of how everything interacts. No further details will be given, if you can't figure these out, you probably shouldn't be fiddling with them.


Conflicts

The coaster consists only of objects, all with their own unique GUIDs, so should not conflict with anything else.


Releasing Stuck Sims

Occasionally, a Sim will become stuck on the ride. If the Sim is controllable and the cart they are riding is back at the loading area, click on the cart and select "Disembark". Otherwise, shift-click the Sim to bring up the game's debug menu and select "Force Error", then "Reset". When all Sims have been cleared from the carts, shift-click the payment console and select "*Reset Carts".

Occasionally, a Sim will become stuck while queueing. Wait for any riding Sims to exit the ride, then shift-click the payment console and select "*Reset Carts".

If the ride generates an error dialog, select "Reset". If there are Sims stuck on the ride proceed as above, otherwise shift-click the payment console and select "*Reset Carts".


Known Issues and Annoyances

Known Issues

  • Occasionally, at the end of the ride, the Sim will just stand in the middle of the track and not exit correctly. This is usually caused by congestion on the exit area.
  • Infrequently a Sim will refuse to exit the cart with a "nested interaction not allowed" error. Any logs of this happening will be gratefully received.

Known Annoyances

  • While getting out of the cart, the Sim does a weird spin (looks like they are going to exit the wrong side - cute the first time, but annoying everytime)
  • Track sections can be placed onto an end table - just don't do this!
  • Animations "stutter" between track sections - this is especially noticable at slower speeds. There is probably nothing that can be done about this as the Maxis kiddy round-a-bout also "stutters"

Version History

Version 2.2 - Patch 1

  • Fixes a bug with non-selectable Sims attempting to throw-up after taking a ride when there is no toilet on the lot.

Version 2.2

  • Changed lot imposters to use lower-res mesh
  • Improved cart meshes and UV mapping
  • Track, carts and signs are not sold as a family moves out
  • When switching between adult and child carts, the replacement cart will keep the same colour as the original

Version 2.1 - Development Only Release

  • Price changes - loading track $10,0000, all other track sections $2,000, supports $500, signs $100
  • Cart mesh updated with five recolours
  • Child cart added (children only rides) with five recolours
  • Fixed corrupt lot imposters when many pieces of track used
  • Fixed a bug with the slot position of the 4-click column
  • Added a slot to the pad on the quarter height column with side support (use 'M' to move a column from the main slot to the side slot)
  • Extended footing column block downwards (will now work on 4 and 5 click slopes)
  • Made the bottom block of the footing column (recolourable) concrete

Version 2.0

  • Initial public release

Version 1.5 - Testing Only Release

  • Collections added
  • Internal rationalization of resource names
  • Updated the pictorial
  • Added "About" dialog (payment console option)

Version 1.4 - Testing Only Release

  • Rally Point signs have a "View" interaction
  • Tweaked autonomous desire to "Take Ride"
  • Improved catalog icons
  • Exit Only sign appears under community sort
  • Prices added to control sort order

Version 1.3 - Testing Only Release

  • Cart restraint bar animates
  • Price and restriction changes now persist on Community Lots (note - you will have to delete any V1.2 or earlier loading tracks for this to work)
  • Improved colour swatch
  • Rationalised menu options

Version 1.2 - Testing Only Release

  • New cart model
  • Exit Only sign now located under Hobbies/Rec
  • White/Black/Blue/Green recolours of the "Exit Only" and "Rally Point" signs
  • White track changed to match the signs
  • Stackable columns - footing, shim/4-click/quarter/half/full height and side arm
  • Columns slaved to the loading track
  • Shadows removed from tracks and columns
  • Payment console red now matches track and white recolour available
  • Added "Support Column" section to the tutorial

Version 1.1 - Testing Only Release

  • Track meshes "inside-out" fixed
  • All track slaved to the loading track
  • Red or white track sections (designable), track placed on a residential lot will default to the same colour as the loading track
  • Updated "Exit Only" and "Rally Point" signs
  • Tutorial now includes building on a community lot (and you thought residential was fiddly!)
  • Two bug fixes for community lots

Version 1.0 - Testing Only Release

  • Initial test release

Simblr Links


Credits

  • whoward69 @SimsCrafters: code, track, columns, and most of the blame
  • gayars @SimsCrafters: carts, and the initial mad idea
  • CatherineTCJD @SimsCrafters: signs, recolours, and testing
  • ocelotekatl @SimsCrafters: for detailed instructions on how to fix the inside-out track meshes
  • charmful @MTS: for the video
  • The Lego Group: track sections are derived from Stud.io virtual Lego parts
  • All the modders who took time to write tutorials, wiki pages or explanatory forum posts: "It is only by standing on the shoulders of giants that the rest of us can even see the top of the learning curve and contemplate attaining it."

Files

Important: When upgrading it is recommended to delete and replace the loading track section - move the rest of the track somewhere else first!