Breakdown: Difference between revisions

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===Safety Cut-out / Emergency Stop===
===Safety Cut-out / Emergency Stop===
This is the most common breakdown and affects most rides. The details of the breakdown are not explained, but it has a number of effects. If the ride consists of trains or cars that are powered by the track, such as a [[Monorail]] or [[Car Ride]], those vehicles will stop moving. If the ride is a roller coaster that consists of a lift hill, trains being pulled up the lift will stop once a breakdown occurs. In all cases, trains waiting to exit the station will not be allowed to depart until the breakdown is addressed, even if they have exceeded their maximum wait time. This breakdown can result in a crash if a roller coaster has a part where a train is moving really fast, but then goes up a chain lift hill. It could get stuck on the hill while another train collides into it. The term "Safety Cut-out" is used in ''RollerCoaster Tycoon'' and ''RollerCoaster Tycoon 2'', while the term "Emergency Stop" is used in ''RollerCoaster Tycoon 3''.
This is the most common breakdown and affects most rides. The details of the breakdown are not explained, but it has a number of effects. If the ride consists of vehicles that are powered by the track, such as a [[Monorail]] or [[Car Ride]], those vehicles will stop moving. If the ride has a lift hill, vehicles being pulled up the hill will stop once a breakdown occurs. In all cases, vehicles waiting to exit the station will not be allowed to depart until the breakdown is addressed, even if they have exceeded their maximum wait time.

This breakdown can result in a crash if a track has a section where the vehicle travels up a chain lift hill at high speed and collides with a stalled vehicle already on the hill, although vehicles will never crash if they collide at a ''combined'' speed of less than 30mph/48kmh<sup>-1</sup>.

The term "Safety Cut-out" is used in ''RollerCoaster Tycoon'' and ''RollerCoaster Tycoon 2'', while the term "Emergency Stop" is used in ''RollerCoaster Tycoon 3''.


===Restraints / Doors Stuck Open / Closed===
===Restraints / Doors Stuck Open / Closed===
This breakdown occurs when the safety restraints on a ride either are stuck open after a train has loaded and is preparing to leave the station or if the restraints are stuck closed as a train arrives in the station. The only difference between the two is that when the restraints are stuck open, guests who have already been around the circuit of the ride on another roller coaster can exit. However, they are stuck until the ride is fixed if the restraints are stuck closed. For monorails, the breakdowns are "Doors Stuck Open" and "Doors Stuck Closed," respectively.
This breakdown occurs when the safety restraints on a ride either are stuck open after a vehicle is loaded and preparing to leave the station or if the restraints are stuck closed as a vehicle is about to unload its riders at the station. The only difference between the two is that when the restraints are stuck open, guests who have already completed a full run of the ride and are ''not'' sitting in the affected vehicle can exit the ride normally.

For monorails, the breakdowns are known as "Doors Stuck Open" and "Doors Stuck Closed" respectively.


===(Station) Brakes Failure===
===(Station) Brakes Failure===
Known as "Station Brakes Failure" in RCT1, this is usually a severe breakdown, where the brakes on a ride, specifically the regular brakes on the track, as well as the brakes in the ride's station platforms, fail to function. This breakdown can result in a ride [[crash]] if a train enters a station at too high a speed and collides with another train waiting at the station, which is stuck there due to the brakes failing.
Known as "Station Brakes Failure" in RCT1, this is usually a severe breakdown, where the brakes on a ride, specifically the regular brakes on the track, as well as the brakes in the ride's station platforms, fail to function. This breakdown can result in a ride [[crash]] if a vehicle enters a station at too high a speed and collides with another vehicle waiting at the station, which is stuck there due to the brakes failing.


The chances of this breakdown occurring can be reduced by building regular brakes on the ride, if possible, and the possibility of a crash at the station can be negated by having only a single vehicle operating on the ride or by reducing the speed of the ride's vehicles before they enter the station, such as through a long hill or ascending helix. Rides that have a single vehicle will not crash as a result of the breakdown, as the vehicle will pass through the station without stopping. However, rides whose vehicles are not attached to the track, such as the [[bobsleigh]], may still crash if a sharp, unbanked corner is placed right after the station as the vehicle would pass through the station without incident but fly off the unbanked turn. Rides with two or more vehicles will not crash as a result of this breakdown if the vehicles collide at a ''combined'' speed of less than 30mph/48kmh<sup>-1</sup>.
The chances of this breakdown occurring can be reduced by building regular brakes on the ride, if possible, and the possibility of a crash at the station can be negated by having only a single vehicle operating on the ride or by reducing the speed of the ride's vehicles before they enter the station, such as through a long hill or ascending helix. Rides that have a single vehicle will not crash as a result of the breakdown, as the vehicle will pass through the station without stopping. However, rides whose vehicles are not attached to the track, such as the [[bobsleigh]], may still crash if a sharp, unbanked corner is placed right after the station as the vehicle would pass through the station without incident but fly off the unbanked turn. Similar to a collision due to a Safety Cut-out, rides with two or more vehicles will not crash as a result of this breakdown if the vehicles collide at a ''combined'' speed of less than 30mph/48kmh<sup>-1</sup>.


When this breakdown occurs on [[Powered Launch]] rides, such as the [[Steel Roller Coaster]]'s Shuttle Loop, the roller coaster will enter and pass through the station backwards, but the last car of the roller coaster will stop just before completely leaving the backend of the station before the roller coaster is launched forwards and out of the station again, as though a new ride was starting. This will repeat itself until the breakdown is fixed.
When this breakdown occurs on [[Powered Launch]] rides, such as the [[Steel Roller Coaster]]'s Shuttle Loop, the vehicle will enter and pass through the station backwards, but the last car of the vehicle will stop just before completely leaving the back end of the station. The vehicle will then be launched forwards and out of the station again, as though a new ride was starting. This will repeat itself until the breakdown is fixed.


[[Mechanics]] fix this breakdown by hitting the brakes at the back end of the station five times with a hammer. The brakes will resume functioning immediately after the fifth hit.
[[Mechanics]] fix this breakdown by hitting the brakes at the back end of the station five times with a hammer. The brakes will resume functioning immediately after the fifth hit.


In RCT2, this breakdown is known as "Brakes Failure".  Reverse-incline launched coasters, as well as most powered launch coasters, are now affected by this breakdown in a similar manner to single-train rides, as the station brakes no longer stop trains moving backwards. Block brakes are unaffected by this breakdown. In all other respects, it is the same as its RCT1 iteration.
In RCT2, this breakdown is known as "Brakes Failure".  Reverse-incline launched coasters, as well as most powered launch coasters, are now affected by this breakdown in a similar manner to single-train rides, as the station brakes no longer stop trains moving backwards. Block brakes are unaffected by this breakdown. In all other respects, it is the same as its RCT1 iteration.


In RCT3, the severity of this breakdown becomes a non-issue on continuous circuit rides as vehicles never crash regardless of how hard they impact another vehicle in front of them.
In RCT3, the severity of this breakdown becomes a non-issue on continuous circuit rides as vehicles never crash regardless of how hard they impact another vehicle in front of them.
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==Other Information==
==Other Information==
*In RCT3, when a ride breaks down, it will explicitly tell the cause to a ride's breakdown, whereas in RCT1 and RCT2, it will just say that the ride broke down.
*In RCT3, when a ride breaks down, the accompanying message will explicitly state the cause of the ride's breaking down, whereas in RCT1 and RCT2, the message only mentions that the ride broke down.
*During a breakdown of a flat ride in RCT3, it will usually emit a large puff of black smoke and will alter the queue line edges with what looks like police cross tape. 
*During a breakdown of a flat ride in RCT3, it will intermittently emit large puffs of black smoke and loud clanging noises, while the ride boundaries and queue line railing will be replaced with wooden scaffoldings that appear to be wrapped with police cross tape. 
*In all games, the ride sign will say "Broken Down" or "Closed" when the ride breaks down. In RCT3, the signs will sometimes become blank, although this may be just a bug. {{Stub}}
*In all games, the ride sign will say "Broken Down" or "Closed" when the ride breaks down. In RCT3, the signs will sometimes become blank, although this may be just a bug.