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Ride Availability/Operations 2022-25

Rita was on 2 trains when I visited on Friday but it’s back on reduced capacity apparently. Quite a few people reporting from today it was only running 1
 
Rita was on 2 trains when I visited on Friday but it’s back on reduced capacity apparently. Quite a few people reporting from today it was only running 1
Ye Rita was on 1 and Galactica on 2. Didn't help that X sector was struggling due to winds but overall queues were ok. Wicker ops are much better on 3 now and it’s making a difference with the queue
 
The Curse at Alton Manor is listed as closed all day, not really sure what's going on, but it doesn't look like general availability is improving at all. Less than 2 weeks operationally and this and Oblivion have been down for at least a day across that period.
 
Oblivion seems to be having increasing down time, it was always a reliable ride as well so I'm wondering if age is catching up with it or Towers have just don't have the maintenance staff they need
 
Oblivion seems to be having increasing down time, it was always a reliable ride as well so I'm wondering if age is catching up with it or Towers have just don't have the maintenance staff they need
Don't forget rides dont just go down because of ride hardware failure - Oblivion went down last week because of a pump in the tunnel. Also medical emergencies and cleaning when guests are ill will also take them down, as well as the weather.
 
Just a few operations that I recorded today on park:
Oblivion - 2 stations - 4 shuttles, they were waiting for the second train to enter the station quite frequently (for the time it was open)
The smiler - 903pph
Nemesis - 1,143pph
Toxicator - 552pph
Wicker man - 1,096pph - ops were very consistent
Galactica - 2 crafts - slow operations
Rita - didn't record throughput but seemed pretty good today!
Thirteen - 3 trains - quick ops too!
 
Just a few operations that I recorded today on park:
Oblivion - 2 stations - 4 shuttles, they were waiting for the second train to enter the station quite frequently (for the time it was open)
The smiler - 903pph
Nemesis - 1,143pph
Toxicator - 552pph
Wicker man - 1,096pph - ops were very consistent
Galactica - 2 crafts - slow operations
Rita - didn't record throughput but seemed pretty good today!
Thirteen - 3 trains - quick ops too!
Those all look pretty good. Nemesis' throughput seems to have decreased on average since the retrack due to when the floor lowers, but that is a solid throughput. The Smiler's throughput also looks better than average.
 
Those all look pretty good. Nemesis' throughput seems to have decreased on average since the retrack due to when the floor lowers, but that is a solid throughput. The Smiler's throughput also looks better than average.
Yeah tbf, nemesis was only stacking for about 5-10 seconds per dispatch so still good throughput tbf!! Yeah smilers operations were on point. Advertised wait of 60 minutes was only 55 minutes. Tbf most queue times were overstated today
 
Yeah tbf, nemesis was only stacking for about 5-10 seconds per dispatch so still good throughput tbf!! Yeah smilers operations were on point. Advertised wait of 60 minutes was only 55 minutes. Tbf most queue times were overstated today

Stacking means slacking…

Just goes to show even with most things running at full tilt. And soon with the skyride back.

The park will struggle with capacity.
 
Stacking means slacking…

Just goes to show even with most things running at full tilt. And soon with the skyride back.

The park will struggle with capacity.

New Nemesis stacks more because unlike old Nemesis the next train doesn’t start entering the station until the preceding train has fully left. Previously old Nemesis the 1st train would start to leave and the next train would start to enter (surprisingly complex block system for a 1994 coaster).

Also the platform used to rise at the same time as the train was slowing down on old Nemesis, now it parks and then the platform rises.

For some reason B&M seem to have gone backwards with their programming with modern rides.
 
Besides, some rides will be designed to stack a little anyway even when running at full pelt, so stacking doesn’t always mean slacking by any stretch. I highly doubt you could run Wicker Man on 3 trains without stacking, for example!
 
New Nemesis stacks more because unlike old Nemesis the next train doesn’t start entering the station until the preceding train has fully left. Previously old Nemesis the 1st train would start to leave and the next train would start to enter (surprisingly complex block system for a 1994 coaster).

Also the platform used to rise at the same time as the train was slowing down on old Nemesis, now it parks and then the platform rises.
Whilst this is true and can impact the throughout in some circumstances, the dispatch interval is approximately when the other train reaches the vertical loop. There is no reason they can't be dispatching a train before the other one even enters the brakes.
 
Besides, some rides will be designed to stack a little anyway even when running at full pelt, so stacking doesn’t always mean slacking by any stretch. I highly doubt you could run Wicker Man on 3 trains without stacking, for example!

It did on nemesis. Or at least it did when I worked on it. Hence why I said it. It was a running joke amongst the staff.
 
Whilst this is true and can impact the throughout in some circumstances, the dispatch interval is approximately when the other train reaches the vertical loop. There is no reason they can't be dispatching a train before the other one even enters the brakes.

Even at Towers best performing times I don’t think they achieved more than 40-50% of dispatches occurring before the other train had arrived back at the station, as Rob says the guests faffing can stop that occurring.
 
Whilst this is true and can impact the throughout in some circumstances, the dispatch interval is approximately when the other train reaches the vertical loop. There is no reason they can't be dispatching a train before the other one even enters the brakes.

Correct me if I am wrong but I thought that was the earliest you could send the next train without it block stopping on the lift, so not really the dispatch interval. You could still send it quicker than that.
 
Can I chuck in as well the myth about nemesis only being able to have the second train sent after it has passed the loop is/was based on a timer rather than any ride input. I.e. if it valleyed they’d have a smiler type scenario where the ride would be held at the top of the lift (I assume) as the brake block hadn’t been cleared. Again I assume by the control system stopping the chain lift once it detected the ride was about to crest.

AFAIK there is no mid ride “proximity sensor” on Nemesis. Although happy to be shown otherwise.
 
Correct me if I am wrong but I thought that was the earliest you could send the next train without it block stopping on the lift, so not really the dispatch interval. You could still send it quicker than that.
Not in automatic mode.
if it valleyed they’d have a smiler type scenario where the ride would be held at the top of the lift
Yes. Block system is separate and active in all ride modes.

I think the dispatch interval is set by a timer.
 
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