I wouldn’t think it would be quite that simple, as surely some throughput must be gained from not having trains needing to wait at the bottom of the lift hill like they would on 2 stations? On dual load, the cars in the station can’t dispatch until both cars from the previous dispatch have cleared the lift hill (taking approx. 60 seconds), whereas on single load, they’d surely only need to wait for 1 car to clear the lift hill (taking approx. 30 seconds), or possibly even only for the car in front to clear the block before the lift hill (taking 5-10 seconds at most).
I could be completely wrong there, however…
Apologies, I should have phrased myself more clearly.
What I meant was; Oblivion has a theoretical throughput of 1,900pph. Technically, it wouldn’t be impossible to attain that on one station, but it would require merely 30 seconds between dispatches of singular 16 rider cars, which is probably extremely hard to achieve in practice. And when your required dispatch interval is so short, there’s little margin for error, so if operations even slightly miss the mark, then it will have a profound impact on throughput.
By comparison, if you do dual loading, it doubles the amount of riders sent out with each dispatch to 32, thus meaning that you could do a dual dispatch every 60 seconds to attain the same throughput. With the time interval being longer, the allowed margin for error is greater, and slight operational slip-ups have less of an impact on overall throughputs. Doing dual load is presumably more akin to dealing with a coaster with less trains of more riders (Oblivion when dispatching 2 cars at once has the same number of riders as a Nemesis train within 1 dispatch), therefore maintaining consistently fast dispatches is perhaps somewhat less important, and a higher throughput can be attained more easily & consistently due to the dispatch interval being longer, therefore the margin for error being greater.
Is that making a little more sense?