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Highest throughput coasters in the world outside of Disney and Universal?

There are factors such as baggage policy, operating procedures, batching capabilities, exit riders, etc. which all have an impact but are not necessarily the fault of the hardware itself.

When looking at a coaster though hardware and setup considerations may include things like:
  • Restraint type and faff - Seatbelts can slow things down, and other restraints like leg flaps or other multi-part restraints increase complexity. Restraints found on the likes of X2 for instance are known for being awkward. Shockwave at Drayton too has a rather unconventional setup that seems to confuse some guests, meaning staff have to then help them or wait for them to figure out what they need to do.
  • Ease of access to check restraints - take a B&M Invert or Flyer for instance, you can zig zag back and forth between the rows going left to right on one, then right to left on the next. Sitting coasters may involve more leaning across people or squeezing between riders legs and the front of the vehicle to get to those in the middle. This means you either need multiple staff to reach each side or you make one person spend more time trying to reach over or squeeze in.
  • Station layout - Having riders exit the same side as those boarding create bottlenecks, unless you have separate on and offloads. Also where you position your staff. If someone has to walk from either end of the train back to the middle to press their host panel that’s wasting more time.
  • Programming - Some rides are badly programmed or have technical limitations. Vampire at Chessington falls foul of this. It wastes so much time trying to park itself far more accurately than is perhaps necessary for a ride of its type. Wicker Man used to have similar issues as well when it came to parking, though some of its problems were born out of trying to be faster and more efficient. Others might have issues whereby a train could be dispatched on paper (its safe to do so, there’s means of safely stopping and restarting the train without hitting the one ahead) but the system won’t allow it. On the flip side, you have some rides which try to be clever and anticipate when they will need to do something, like regulating the speed of a train approaching the station to try and keep it moving ready for when the station clears (Air/Galactica does a rather basic attempt at things like this, including how it allows a train to dispatch and then regulates the lift to space it. Keeps the station flowing and minimises total stoppages)
  • Layout and timing - If you can load a train in 40 seconds that’s great, but it’s pointless if your layout means you won’t be able to dispatch for 60 seconds because the train ahead isn’t going to have cleared the block.
  • Vehicle movement - When you hit dispatch you ideally want that train out of the station as quickly as possible and the next one in. Th13teen is a great example of this. It’s super efficient at moving trains around between blocks and in and out of the station. Other rides make you wait for this to happen. There’s also things like allowing two trains to follow each other in the station at once. Some rides have multiple sections in the station, allowing two trains to follow closely behind each other. Others demand that you wait for the train to entirely clear the station before the next one will be allowed to pull in.
It’s a lot of these sort of factors where EP excel. Having access to Mack they’re able to tweak and optimise all of their hardware so it runs to peak efficiency. Other parks would have to pay often considerable amounts of money to get someone back out to refine the system, which many will not be willing to do.
 
Great post @Ian

As you say there are other factors that aren’t rude hardware, but are the park design that would make a huge difference.
Baggage arrangements is one, there is a reason nothing at Disney crosses guest areas, you carry all your belongings onto the ride. No faff storing anything.
Fastrack implementation is another. Merge point location makes a huge difference. Oblivion’s current set up makes it hard to use normal queue when there are no fastttack guests. Nemesis is much better as the merge is a long way before the station.
 
Aside from Spinball, Dragon's Fury and Crush's Coaster, do any of the other Maurer spinning coasters have a continous loading station?
 
No doubt Pluk you or someone else will remind me of what should be an obvious example, but I'm struggling to think of any coasters doing this other than Maurer spinners.

I'm having an absolute mind blank on which particular coaster it is I recall seeing a video of where the train in the station effectively becomes one long continuous snake with a single loading point as the seats pass through. It was a traditional long train, forward facing coaster though. In my head it opened 2 or 3 years ago in America. Does anyone know what I'm on about?!

I thought there were a few of them but I guess if that was a one off it wasn't particularly effective and we'd have seen more of them if it were worthwhile.
 
I have a vague recollection of one of the RMCs having rolling loading, but it's not on any of the ones I've done and I can't find any evidence of it on RCDB either
 
I have a vague recollection of one of the RMCs having rolling loading, but it's not on any of the ones I've done and I can't find any evidence of it on RCDB either
Wonder Woman Golden Lasso Coaster at Six Flags Fiesta Texas (Raptor) has it in order to boost capacity, I think Jersey Devil and Stunt Pilot are getting it, too.
 
I have a vague recollection of one of the RMCs having rolling loading, but it's not on any of the ones I've done and I can't find any evidence of it on RCDB either
Didn't they have rolling loading on New Texas Giant when it first opened following the refurb?
 
Possibly, that was my first thought but all the RCDB pics show normal air gates so I'm not certain.

I was at SFGtAd on Sunday - the station for Jersey Devil certainly LOOKS long enough to allow rolling loading, but it's not close enough to finished to say for sure.
 
Possibly, that was my first thought but all the RCDB pics show normal air gates so I'm not certain.

I was at SFGtAd on Sunday - the station for Jersey Devil certainly LOOKS long enough to allow rolling loading, but it's not close enough to finished to say for sure.
Out of interest, how did you manage to get to America within the travel restrictions? Did you have to quarantine on arrival?
 
It was a work trip, just popped in on the way back to the airport on the final day. When I first went out for this project back in November I could only leave the hotel to work, the restrictions have thankfully eased off a bit since then. I'm now stuck at home for the next week and a half though.
 
Didn't they have rolling loading on New Texas Giant when it first opened following the refurb?

This might be it, although the video I've found still has big gaps between trains when I'm sure I recall seeing one that stacked the trains seamlessly back to back.

It feels like it should work as a concept, I guess it doesn't though or it'd be used.
 
It's mainly beneficial on rides with small trains that need short dispatch intervals - on Spinball/Fury you can have 3 cars loading/unloading at once which in effect gives you 3x as long to load each car. On rides with long trains you need very long stations to make it work.
 
On rides with long trains you need very long stations to make it work.

I'd have thought the opposite; you don't rows of airgates for multiple row train, you just need one load point. I suppose the longer the train the faster the continuous loading would have to run to keep the dispatch time up, thats probably the limiting factor.
 
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