I've not posted here before, after sort of losing touch after the *transition* from the previous site but I've been thinking about this since it happened.
Out of interest does anyone know if ride operators can add / remove cars to the system themselves? Or do tech services have to be called to do it?
If not, is it possible that tech services were called because of the car stuck on the lift hill and then weren't informed / made aware that a new craft had just been added to the circuit? - Which had stalled?
Also - When adding / removing a car does the ride software itself realise that the number of crafts has changed or is it manually inputted as to how many are in use?
Heres a quick run through of what could have happen - pure speculation
Ride has technical delay's during the day
An extra car is added to increase throughput - As advised by some eyewitness an announcement was made that an extra car was being added
Extra car stalls - which causes the ride to halt another car at the top of the lift hill as the next block isn't clear - and tech services are called.
Tech services arrive and are unaware that another car has been added to the system and reset the system to attempt to move the car stuck on the lift.
Is it possible that when the ride was reset the incorrect number of cars was entered into the system (speculating that this is done manually and also that one less car then there actually was was inputted), meaning the system, having been reset to attempt to clear the stopped lift hill, then scanned sensors and detected all the cars it was looking for - Therefore allowing the lift hill to release the halted car, into an occupied section?
Thoughts are for all those involved and the fastest recoveries to them.
Out of interest does anyone know if ride operators can add / remove cars to the system themselves? Or do tech services have to be called to do it?
If not, is it possible that tech services were called because of the car stuck on the lift hill and then weren't informed / made aware that a new craft had just been added to the circuit? - Which had stalled?
Also - When adding / removing a car does the ride software itself realise that the number of crafts has changed or is it manually inputted as to how many are in use?
Heres a quick run through of what could have happen - pure speculation
Ride has technical delay's during the day
An extra car is added to increase throughput - As advised by some eyewitness an announcement was made that an extra car was being added
Extra car stalls - which causes the ride to halt another car at the top of the lift hill as the next block isn't clear - and tech services are called.
Tech services arrive and are unaware that another car has been added to the system and reset the system to attempt to move the car stuck on the lift.
Is it possible that when the ride was reset the incorrect number of cars was entered into the system (speculating that this is done manually and also that one less car then there actually was was inputted), meaning the system, having been reset to attempt to clear the stopped lift hill, then scanned sensors and detected all the cars it was looking for - Therefore allowing the lift hill to release the halted car, into an occupied section?
Thoughts are for all those involved and the fastest recoveries to them.
