Crash: Difference between revisions
no edit summary
m (→Operating Mode: Redundancy removed) |
No edit summary |
||
Line 36:
===[[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. 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==
Line 56:
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
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.
Line 62:
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
[[Category:Strategy Guides]]
|