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===[[Breakdown]]===
===[[Breakdown]]===
It is important to note that a ride that exhibits other possible causes of crashing may operate normally without incident for many years as long as it does not experience specific breakdowns. Therefore, a ride breakdown is sometimes indirectly responsible for a ride crashing because it drastically increases the chances of the ride crashing due to other causes. One of the most notorious examples comes from any ride design where the car enters the station exceeding 30mph (48km/h) while another car is at the station. Under normal operations, the car that enters the station will be slowed down safely by the station platform's brakes the moment it enters, and it would fetch up behind the other car in the station without incident. However, if the ride experiences a "Station Brakes Failure" or "Brakes Failure", the car will not slow down as it enters the station and will crash the moment it collides with the other car that is already in the station as it is travelling at a speed exceeding 30mph at the time of impact. As an example, most pre-installed and pre-built track designs in RCT1 are highly prone to crashing due to breakdowns, especially if they run more than one car.
It is important to note that a ride that exhibits other possible causes of crashing may operate normally without incident for many years as long as it does not experience specific breakdowns. Therefore, a ride breakdown is sometimes indirectly responsible for a ride crashing because it drastically increases the chances of the ride crashing due to other causes. One of the most notorious examples comes from any ride design where the car enters the station exceeding 30mph (48km/h) while another car is at the station. Under normal operations, the car that enters the station will be slowed down safely by the station platform's brakes the moment it enters, and it would fetch up behind the other car in the station without incident. However, if the ride experiences a "Station Brakes Failure" or "Brakes Failure", the car will not slow down as it enters the station and will crash the moment it collides with the other car that is already in the station as it is travelling at a speed exceeding 30mph at the time of impact. As an example, most pre-installed and pre-built track designs in RCT1 are highly prone to crashing due to breakdowns, especially if they run more than one car. More rarely, crashes from restraints stuck closed breakdowns can occur if the affected train is partially sticking out of the back end of the station and another train attempting to enter the station collides into the affected train at a speed higher than 30 mph (48 km/h) and subsequently explodes. The affected train can even be over the brakes or block brakes, preventing other trains from slowing down before crashing.


==Effects==
==Effects==
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Crashes are preventable on most non-roller coaster rides and roller coasters with unattached cars by simply designing them well. Make sure that vehicles don't crest hills too quickly on rides where the vehicles are unattached, and always test ride designs with an incomplete circuit layout, such as powered launch and reverse-incline launched shuttle loops.
Crashes are preventable on most non-roller coaster rides and roller coasters with unattached cars by simply designing them well. Make sure that vehicles don't crest hills too quickly on rides where the vehicles are unattached, and always test ride designs with an incomplete circuit layout, such as powered launch and reverse-incline launched shuttle loops.


In RCT1, it is difficult to completely prevent crashes caused by the "Station Brakes Failure" breakdown or crashes caused by a stall as the result of a "Safety Cut-out" breakdown. The easiest way to prevent such crashes is to remove all but one car/train from the ride, though this reduces the number of guests that can ride at once, and thus lowers the ride's profitability. Adding "brake runs" (sections of track filled with brakes) can also reduce the speed of the cars midway through the track or right at the end, giving the cars less momentum and possibly preventing a crash; an additional effect of having brake sections on the track is that they reduce the chances of a "Station Brakes Failure" breakdown occurring. One way to keep the duration (and, in the short-term, likelihood) of breakdowns low is to set the inspection time for rides to "Every 10 minutes", and placing a mechanic right at the exit of each ride with a patrol path on the exit of the ride. This reduces the rate at which the ride's reliability drops, and in the event of a brakes failure, the mechanic is right there to quickly respond and fix the ride. A different way to prevent crashes is to make sure that there will only ever be one train in or near the station or on lift hills by adjusting the ride's minimum and maximum wait times. The ideal amount of minimum and maximum wait time varies per ride, and there are no universal safe values or easy formula for safe times; the best way to find out good times is to experiment. Another option is to design the ride such that its cars always traverse hills and drops and approach and enter the station at safe speeds even during breakdowns, eliminating any chances of a crash.
In RCT1, it is difficult to completely prevent crashes caused by the "Station Brakes Failure" breakdown, crashes caused by a stall as the result of a "Safety Cut-out" breakdown, or crashes caused by a train partly sticking out of the station's back end due to the "Restraints stuck closed" breakdown. The easiest way to prevent such crashes is to remove all but one car/train from the ride, though this reduces the number of guests that can ride at once, and thus lowers the ride's profitability. Adding "brake runs" (sections of track filled with brakes) can also reduce the speed of the cars midway through the track or right at the end, giving the cars less momentum and possibly preventing a crash; an additional effect of having brake sections on the track is that they reduce the chances of a "Station Brakes Failure" breakdown occurring. One way to keep the duration (and, in the short-term, likelihood) of breakdowns low is to set the inspection time for rides to "Every 10 minutes", and placing a mechanic right at the exit of each ride with a patrol path on the exit of the ride. This reduces the rate at which the ride's reliability drops, and in the event of a brakes failure, the mechanic is right there to quickly respond and fix the ride. A different way to prevent crashes is to make sure that there will only ever be one train in or near the station or on lift hills by adjusting the ride's minimum and maximum wait times. The ideal amount of minimum and maximum wait time varies per ride, and there are no universal safe values or easy formula for safe times; the best way to find out good times is to experiment. Another option is to design the ride such that its cars always traverse hills and drops and approach and enter the station at safe speeds even during breakdowns, eliminating any chances of a crash.


RCT2 adds block brakes on several roller coaster designs, which can drastically reduce the possibility of crashes on such designs. Block brakes separate the track into "sections", with each block brake on the track acting as the divider between sections. When a car is still travelling around one section, the block brake that divides it from the previous section of track will attempt to completely stop the next approaching car until the car in front has completely passed the next section, failing which it will still slow down the approaching car significantly. Using a block brake system allows many cars to operate on the track without having to build a long station platform to accommodate all of them. In addition, constructing at least one block brake on a ride and setting it to "Continuous circuit block sectioned mode" removes any possibility of a "Brakes Failure" breakdown happening on that particular ride. The only major downside of using block brakes is a small decrease in the ride's excitement rating.
RCT2 adds block brakes on several roller coaster designs, which can drastically reduce the possibility of crashes on such designs. Block brakes separate the track into "sections", with each block brake on the track acting as the divider between sections. When a car is still travelling around one section, the block brake that divides it from the previous section of track will attempt to completely stop the next approaching car until the car in front has completely passed the next section, failing which it will still slow down the approaching car significantly. Using a block brake system allows many cars to operate on the track without having to build a long station platform to accommodate all of them. In addition, constructing at least one block brake on a ride and setting it to "Continuous circuit block sectioned mode" removes any possibility of a "Brakes Failure" breakdown happening on that particular ride. The only major downside of using block brakes is a small decrease in the ride's excitement rating.
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In RCT1 and RCT2, a crash does not actually happen until the first car explodes. This makes it possible for players to avert a crash at the last possible moment by pausing the game while a car is "Crashing!" and resetting the ride by closing it twice, which automatically removes all cars on the track and causes all guests—including the guests on the car that was originally about to crash—to alight from the ride without incident.
In RCT1 and RCT2, a crash does not actually happen until the first car explodes. This makes it possible for players to avert a crash at the last possible moment by pausing the game while a car is "Crashing!" and resetting the ride by closing it twice, which automatically removes all cars on the track and causes all guests—including the guests on the car that was originally about to crash—to alight from the ride without incident.


In RCT3, peeps cannot die under ''any'' circumstances. In addition, cars that impact each other at high speed no longer explode, instead bouncing way from each other upon impact—this completely removes all possibility of a crash arising from two cars colliding with each other at high speed. Crashes can still occur, however, if the train leaves its ride boundary either by overshooting the end of the track (for incomplete circuits) or by flying off a corner while attempting to negotiate it at high speed (for rides with unattached cars). The other negative effects of a crash (such as a decrease in park rating) are also carried over from the previous games. Finally, a crash is considered to have happened the moment the first car leaves the ride boundary, as opposed to the first car exploding after leaving the ride boundary in previous games, although any cars that do leave the ride boundaries will bounce around the surface they impacted (or in the case of water, sink slowly) for a few seconds before actually exploding.
In RCT3, peeps cannot die under ''any'' circumstances. In addition, cars that impact each other at high speed no longer explode, instead bouncing away from each other upon impact—this completely removes all possibility of a crash arising from two cars colliding with each other at high speed. Crashes can still occur, however, if the train leaves its ride boundary either by overshooting the end of the track (for incomplete circuits) or by flying off a corner while attempting to negotiate it at high speed (for rides with unattached cars). The other negative effects of a crash (such as a decrease in park rating) are also carried over from the previous games. Finally, a crash is considered to have happened the moment the first car leaves the ride boundary, as opposed to the first car exploding after leaving the ride boundary in previous games, although any cars that do leave the ride boundaries will bounce around the surface they impacted (or in the case of water, sink slowly) for a few seconds before actually exploding. Ride vehicles can also run over peeps, injuring them and sending them flying in the process. Peeps and staff will also be blown away should they be close to a ride vehicle that explodes. Ride vehicles immediately explode if they leave a ride track that is completely underground.


[[Category:Strategy Guides]]
[[Category:Strategy Guides]]