Re: [SW7] Construction Updates and Ride Speculation
Nemesis94 said:
pluk said:
Yes, I'm sure the defining factor in throughput will be the actual capacity of the ride and not limited by how many trains they've bought, that would be madness.
If, and it's a big if, the recreations turn out to be bang on with maximum section time between break runs being 30 seconds then that is the defining factor. So the 32 people can leave the station every minute, once the block in front has cleared, giving a theoretic throughput of 1920. Of course in reality one train entering a section the exact moment the one in front clears the breaks ain't ever gonna happen consistently, although if the duelling aspect is happening it should be fairly tightly timed.
I actually think four trains sounds about right for SW7 (it is equivalent to eight Euro-fighter cars - the same number as Saw). One in the station, one pre first lift-hill, and two on the duelling sections. At a push I would say this could handle five (one waiting to enter the station), but any more would probably lead to the cars queuing up at each block section.
By the way. Revised calculation for six trains gives a through-put of approximately 1,650pph.
For five trains it is approximately 1,370pph.
Both account for 45 seconds to load/unload a train, and are reliant on the 165 second ride time being accurate.
Sorry if I'm missing something here, but isn't throughput easier to guess at than this?
It doesn't matter what the duration of ride is (as each train will take the same amount of time to complete) or how long load/unload takes (as there has to be a presumption the station will be designed to maximise throughput), it only matters how frequently a train can dispatch and that in turn is determined by how long (in time) is the biggest gap between brake blocks, allowing the following train to progress.
Taking a nice round number of a maximum 30 seconds between brakes (roughly as predicted in your recreation) then each time the train in front gets 30 seconds away, and therefore through the next breaks, a train should leave the station. If the trains hold 16, and 120 trains can leave an hour, the maximum throughput would be 1920 (16 x 120).
What the durations of those sections really are, and if there is another section with a longer duration, is anyones guess. But they don't seem bad numbers to work off.
I would predict at any one time you would have one train in each of
-indoor section
-lift hill one (only if not a rolling launch, which I think it will be)
-first half of ride
-vertical lift hill (again, only if this is not some sort rolling vertical launch, probably not)
-second half of ride
-plus however many trains in the station they think is necessary to create a buffer to allow everything to run smoothly, I'd guess at three/four. And if there is some sort of trick track element then one in there too.
So with various combinations of those scenarios that would be 7, 8 or 9 trains. It would also mean, if there is no vertical launch (and maybe even if there is) you would not be duelling with the car infront/behind, but actually with the one infront/behind that, with one in the middle doing the lift hill.
Basically, I see this running pretty much the same as Saw, and with roughly the same amount of trains. But each train is twice as big and each block section is a bit longer, so the throughput won't be double Saws (as it would be if you put double sized cars in its track) due to the slight increase in dispatch time (because of block duration), but it won't be a very long way off it.