Why the dev team is so quiet about this ?
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Man, I love that color so much in real life. Looks amazing! What a great park!
Is it possible to script a Vekoma Flying coaster like the plan was by Stingray. So the car flips on the lifthill and not at the station?
Do you think you could add either a button to go back to the top or breadcrumbs of the forum at the bottom of pages? It's a pain to have to scroll back up to get back to the forum. Perhaps it is just me?
Firefly is slowly but surely getting there! Only the vertical lift and drop tower remain unsupported. Time will tell if I'll have time to add some station scenery...
(Also I changed the colors, looks much better)

Wonder if it will play 'Ride of the Valkyries' anywhere on or around the ride.
Valkyria is now vertical!

I think the supporting system overall could use a major overhaul in general, same for the scenery editor which as of now (in my opinion) is a bit discombobulated and time consuming when you either have assets with multiple textures or several different assets, same for placing objects into the map, which would be really nice if it took on a system similar to either Unreal Engine or PC (being able to duplicate an object in its place, copy pasting multiple assets at once, etc).
Realistically, I'd expect the new update to be nothing more than the new RMC track styles and engine upgrades. MAYBE a new support generator, which as is would be a really nice update.
^^ That would also be great for keeping free nodes alligned perfectly so you can have colour fade on supports by using small sections.
^ This please.
Jetcoasterfan posted on January 18th, 2018
Also beam nodes snapping.
Might I add the ability to transform a beam node into a free node. More than once I wanted to delete a beam, but that would result in the vanishing of multiple branches.
Im pretty confident that the RMCs will be released with some form of updated support generator, in a perfect world it would be amazing to have more accurate and updated support styles for each type of coaster, such as rmcs and GG and GCI etc. But we will see, some form of prefab section system for wooden supports could also be interesting and speed up custom supporting a woodie considerably.
I understand. I really hope for a much better auto support generator for any and all inversions and any type of batter bracing. Also beam nodes snapping.
Yeah there is more pressing things than the tunnels lol.
I wouldn't count on that being a feature of the next update.
I sure hope the wooden tunnels get a update eventually. I can make these with 100% custom supports which look far better than the ingame wooden tunnels. 
^ Please make a tutorial of the track as Id like to know this as well. I have slight knowledge on the matter but a full on tutorial would be fantastic!
^I can speak for Tobi that making custom track is incredibly easy, and only requires minimal knowledge of modeling. I can make a tutorial this weekend if anyone would like one.
Trains are pretty difficult. Especially those with a lot of different curvature.
Tobi posted on January 6th, 2018
Don't want a Lech Coaster with custom trackstyle if there's no custom train. So here it is:
will that train be released? also was it difficult to make the track?
^^ That's exactly what I did with the platform object. It was one piece before and I splitted it and merged again with the array modifier to make it one piece with a resulting stacked UV in the end. This would also work for your larger one piece model.
Result (after applying the modifier)
For other loose parts I recommend to do the same which is about what Womp83 recommended, split them into separate objects, map one of the objects, than change these to the single mesh object as I did in the movie.
For better performance in game engines, 3d printing, ... you can of course join / or merge them again in the end. The "multi UV edit" and "smart join" blender addons might be your friends for that work.
But it's also not that hard to manually stack the pieces you show, with enabled snapping it can be done quite fast, I guess in your case even faster than any other approach.

Not stacking the UV pieces exactly can be also useful to have some slight variations, at least for tiling parts on your atlas that might also work. ;-)
