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Avoiding Crashes


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#1 beginner2

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Posted 25 November 2007 - 05:16 AM

I was playing Katie's world and had a coaster with station breaks failiure, coustom bob sled.

This is a pic before the mechanic exited the station. tell me 2 interesting things about it.
Posted Image

The reliability is pretty high, right? The first station breaks failiure is sheduled to happen at 65% reliability. Hopefully this will help people prevent crashes. Also, the trains will never crash on that one with station breaks failiure.

#2 ClockworkMyr

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Posted 25 November 2007 - 08:23 PM

Well, I've got something to contribute to this as well. If a roller coaster collides with a train for a combined speed of 30 mph or more, you get some pretty awesome pyrotechnics. If a train or car collides with anything off the track, kaboom. And I'm glad you posted that those station brakes failures occur at that reliability, now I know to be careful! :D

#3 coastercrazy

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Posted 27 November 2007 - 01:06 AM

^Yeah, interesting though that it doesn't crash on Station Breaks Failure for that ride. ;) Gotta watch out for that breakdown more often now!!

/CC

#4 beginner2

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Posted 29 November 2007 - 10:29 PM

I actually though about this, and wondered this: Someone asked on the forum if CS ever felt remorse for the people killed in those crashes, and I don't think so anymore. See, by planning a crash, you are being a little too evil to have remorse, IMO. But still, this might be true for rct2 as well, so use more blocks!

#5 Wolfman

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Posted 30 November 2007 - 05:11 AM

I have not, as of yet, figured out how to slow the trains of the bobslead before it enters a station.
It's almost as if you have to raise the station to slow the trains, by making them run uphill.
They don't have a splash track, so you either got to build track long enough to allow
the trains to slow down, or some monster helix to liquify the innards of peeps.

No brakes...
Smart one Chris.
:angry:



#6 randyripoff

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Posted 26 November 2008 - 01:42 AM

Dunno if anyone still cares about this topic, but my .02:

First of all, the Bobsled Coaster--along with the Wooden Side-Friction--is a crash waiting to happen. I don't build them if I can avoid it.

Secondly, the best way to avoid a Station Brakes Failure--and the safest way to slow down the train before it enters the station--is to put the platform up high and use a lift chain to bring the train into the station.

#7 Wolfman

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Posted 26 November 2008 - 02:58 AM

Yeah, but in the RCT version, you don't really have the money available to make such adjustments to the station. Unless you use the Dragon trainer to hack some more cash into the game. Even then it's trial & error to figure out the exact height to slow the trains with enough momentum to allow the trains to slip into the station at a gentle speed.

I was told that trains can enter the stations at about 20 to 25 MPH. without wear and tear on the trains or mechanisims of the station. If I remember correctly, the station is on the far side of a hill. So it's no big deal to move the station to a higher point, and rebuild. Wish I had the foresight to work that out back then as I do today.

#8 JV7

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Posted 26 November 2008 - 03:19 PM

One thing I noticed is that the ride was 2 minutes past due on inspection. Maybe keeping a mechanic on duty specifically for this ride would help.

#9 Wolfman

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Posted 26 November 2008 - 05:06 PM

One other thing. Now that the mechanics were brought up.. I seem to recall that the community decided that assigning two mechanics per coaster was the way to go. One mech. did inspections, and the second mech. did the repairs.

This was to cut down the chance that the coaster would break down while the mechanic was performing inspections. The single mechanic wouldn't get the repairs call until after he left the station after the inspection. And the second call wouldn't take place until after it was too late.

Of course, if the coaster only has one train, (like a shuttle coaster or if the station is too short to hold more than one train,) you don't have to worry about crashes. Because there was no second train to run into.

In RCT 2 however, you have the block brakes, and chain blocks, the crest of the lift hill where the chain curves over the top works like a block brake (without slowing the trains to 4 MPH.) But they will stop a train. plus the regular brakes with speed settings. It's worth the while to get familliar with these features. Because I can now create some very cool track designs and add as many trains as I like. WITHOUT crashes at all.

#10 randyripoff

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Posted 28 November 2008 - 09:17 PM

Yeah, but in the RCT version, you don't really have the money available to make such adjustments to the station. Unless you use the Dragon trainer to hack some more cash into the game. Even then it's trial & error to figure out the exact height to slow the trains with enough momentum to allow the trains to slip into the station at a gentle speed.



I'm playing RCT original these days, and I'm not finding money to be an issue in most cases. Also, I guess I've practiced enough that I have a good feeling as to how high I need to go.

The only scenario I've had money troubles with this time around was Mothball Mountain.

Of course, some of that likely comes from me destroying all the pre-built rides in each scenario, which leaves me with plenty of cash. :D




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