Ask the Experts / Rides that Never Breakdown (no RCT reliable)

  • wheres_walto%s's Photo
    Howdy folks, a while back I took it upon myself to figure out how to build coasters that never break down. I reasoned that the breakdowns must occur either at the station (restraints left open, etc.) or on track with chain sections. So I set course on creating an accelerator coaster that won't suffer from breaking down due to high chain speed (It was actually Ruishi that reminded me of what I found). That project will soon be released unfinished on my page (as "No Breakdowns!"). Anyways, I'm sorry I don't have a picture tutorial, I really am, but my laptop is incapable of performing the necessary 8cars functions, so I can't really illustrate what my process was. But I can give explicit instructions, and hopefully someone else will take it upon themselves to put it together, prove my idea works, and give better instruction. Anyways, this is the process I used.

    There are a couple of different tracks used and it's a pretty complex merging. The different track names are:

    STATION: Where the train will load peeps and depart (Mini-Roller Coaster)
    LAUNCH: The portion of the ride with the high-speed chain sections (Giga)
    TOP HAT: Simple enough, a vertical top hat (B&M/LIM)
    INVERSIONS: Same story, B&M or LIM track for any inversions you want
    MAIN TRACK: Giga track that the train will finish it's course on, and then merging back into the STATION track

    Build the accelerator with Mini-Roller Coaster as the STATION (don't worry about the train type, that will be addressed). Build the entrance huts so after the track is complete you can make sure the track works.

    Have Giga Coaster with chains as the LAUNCH portion of the ride.

    Merge into B&M for the TOP HAT, back to Giga, then B&M for INVERSIONS or whatever else you want the layout to include, but finish the MAIN TRACK as Giga.

    Merge back into the Mini-Coaster station (technically the brake run, but you understand), but don't test the ride yet.

    At this point all of the track portions will be operating in Boat Hire Mode. What you need to do is go to the Rides Menu and pick both the STATION and LAUNCH and set chain speed to the same number. Whatever that requires for the train to complete its course, just make sure they are equal values.

    At this point you can test the ride, but it will break down frequently. Close the ride and delete the entrance/exit huts (this is optional, but I'll explain below). What you do now is go back to Rides Menu and change STATION and LAUNCH track type to Crooked House. Those 2 segments now have accelerated chain speed but will NEVER break down because they are Crooked House.

    THIS PART IS OPTIONAL AND JUST LOOKS COOL (sideways entrance/exit huts and the train of your choice)
    The next part is Cena's Dummy Station Tutorial. Build a JaGiga Looper going perpendicular to the STATION (you will have to zero clearance if they are the same height). And just like Cena instructs, have the Giga Looper pass through one tile of the STATION but going in the opposite direction. The end purpose of this is so that you can have rotated (or even different height) entrance huts. Then make the Looper track Crooked House. The first time you test it, it will look a little funky getting the trains to the right spots but after that it works out. At this point, the ride should now be operating with JaGiga Looper trains, with rotated entrance huts, but half the ride track will be invisible.

    Finally, rebuild identical segments for STATION and LAUNCH above both parts but going in the opposite direction and then lower them to the same height as the invisible parts.

    And voila, a working accelerator coaster that will never break down.

    I think this is what gee did for Nebulocity in Lenox Mall, but I'm still not completely sure how he got dual stations for such a complex ride though.

    I'm not entirely sure but it's possible that by building the station and lift hill segments for every ride, merging them into the main track, and then setting them to Crooked House track we can make any ride never break down. I haven't tested this theory yet, but I think that all ride breakdowns occur either in the station or the chain segments. I hope this was clear enough for you, if not I'm sorry I can't help further. This hack (if it works like I think it will) can definitely take parks to the next level by eliminating annoying ride breakdowns.
  • Liampie%s's Photo
    Just an invisible station will do the job here. Chain speeds, operatings modes, track type and whatever only affect the ride that delivers the trains. These options for all other rides/track parts, in your case LAUNCH, TOP HAT, INVERSIONS and MAIN TRACK are irrelevant and don't affect the train.
  • wheres_walto%s's Photo
    Regardless, can it be put into practice with any coaster? I'd be highly impressed by a park with zero coaster breakdowns.
  • Kumba%s's Photo
    I could hardly follow all that... Here are some facts on breakdowns:

    - You will get a lot if you just change the train type on any ride
    - They only happen at the station and on lift chains
    - They don't happen as much if the don't change the train
    - They will almost never happen if the train is on another track (dummy station)

    Basically, use a dummy station or don't change the train. I am not 100% sure how it all works, but I never have issues. It's all pretty much case-by-case tho.
  • robbie92%s's Photo
    Or use RCTReliable, because it's easy as fuck to use and takes one second to work.

    But Walt, great job coming up with this, and knowledge like this is truly valuable to the community.

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