promotional bannermobile promotional banner

Coasters: Immersion

Makes Create: Coasters Simulated rides feel like rides — head inertia, G-force camera, launch punch — AND MORE!!
Back to Files

Coasters: Immersion 0.1.1

File namecoasters-immersion-0.1.1.jar
Uploader
mitoplaysmitoplays
Uploaded
Aug 28, 2026
Downloads
10
Size
588.8 KB
Mod Loaders
NeoForge
File ID
8756464
Type
A
Alpha
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:coasters-immersion-1672383:8756464"

Learn more about Curse Maven

What's new

Riders

  • Riders now react physically to the ride: arms drift up in airtime, head leans out through turns, body pitches under braking and acceleration
  • On a real drop riders throw their arms above their head and hold them there — some do, some don't, each with their own threshold, speed and hold time, all derived from their identity so every client sees the same person behave the same way
  • A seated rider's torso now faces the seat instead of twisting towards wherever you look; the head still turns, within a neck's range
  • You sit facing the direction you were looking when you got on
  • Optional anchored head, so you can orbit the third-person camera and actually watch the animations
  • The model's head can follow the camera's pitch

Feel

  • Your body now floats against the harness in airtime and sinks into the seat under g-force, measured along the seat's axes so it works upside down
  • Separate control for how far you hang from the restraints while inverted
  • Curve rounding smooths the corners between track segments without delaying steady curves
  • Camera rattle now grows with the square of speed, and wind gusts instead of droning
  • Launch punch rebuilt around longitudinal g plus actual speed gain: it fires on launches, and no longer on drops, chain lifts, or with the game paused
  • Banking now comes from residual lateral g instead of the theoretical bank angle, so it no longer doubles up on tracks that are already banked
  • Stabilisation now eases the horizon level instead of correcting instantly, which was adding motion through valleys rather than removing it
  • Head inertia gains progressive damping and cuts its anticipation the moment you overshoot, removing the jolt when a curve straightens out
  • Head inertia can now be turned off entirely

Performance

  • Cart motion is interpolated with continuous velocity, removing the 50 ms hitch, with symmetric smoothing that also clears the ripple a chain lift leaves behind
  • Sub-level render distance, in chunks
  • Optional occlusion culling for sub-levels hidden behind terrain
  • Track lookup no longer scans over a million block positions per second
  • Track curve cache no longer thrashes when more than one drive is placed

Fixes

  • Tracks and cogs no longer render translucent under shader packs
  • Circuit drives only affect carts on their own track, and reconstruct the whole track rather than one segment
  • Motorised bearing renders correctly when placed sideways
  • Fixed a crash when leaving the world
  • Fixed the first-person hand drifting off screen after dismounting

Menu

  • Rewritten with its own widgets instead of vanilla's
  • Presets: Recommended, Gentle, Balanced, Intense — everything else behind an advanced toggle
  • The preset reads back as Custom the moment you change anything, and updates every slider live when you pick one
  • A button in Sodium's options opens the full menu
  • Every tooltip rewritten to describe what the option does, nothing else