Matt N
CF Legend
Hi guys. I’ve noticed that even though we have a Planet Coaster sub-forum, there’s no place for more general Planet Coaster chat, and about some more general things people are doing in the game. So I decided to make this topic because I have a tip I’d like to share.
If you’ve been playing the game for a while, you might notice that with the game’s multi-launch coaster models, you are unable to make each launch function as its own block section like a real life multi-launch coaster would. As such, your train is often left waiting for a very long time at the first launch; until the train negotiating the layout hits the brake run, the train cannot be launched from the first launch, leading to waits of a minute or more on the launch track prior to launching. This also substantially decreases the ride’s throughput. Unless you place an MCBR within the layout itself or make the second launch a standing launch as opposed to a rolling launch, this seems unavoidable. For an idea of what I mean, here’s a POV of Black Mamba, a multi-launch coaster I created for my Worlds of Globala park. Notice how the ride stops for what feels like a very, very long time prior to the first launch (skip to around 1 minute in to see what I’m talking about; it takes the ride 2 minutes to launch):
However, I had an epiphany yesterday, and I realised that it is possible to make each launch function as its own block section without damaging the flow of the ride or shaving off any notable speed. The way to do this is to place a tiny section of block brake prior to the second launch. To test this out, I saved Black Mamba as a blueprint and pasted two copies of the Black Mamba layout into a clean map, with no other scenery. I left one layout the same and altered the other so that the first piece of track in the second launch was replaced by a block brake section with a very high target speed (above what the ride was naturally going at at this point) and a very low deceleration, so that the illusion of a rolling launch is still there. Interestingly, the block brake actually improved the ride experience’s ratings in game; the prestige was identical, but the excitement and fear ratings were marginally higher, and somehow, the ride gained an extra 0.2s airtime moment even though I didn’t alter the actual layout at all! The brake section slowed the ride down by only a negligible amount (~1mph) prior to the second launch, and the second launch still hit the same speed, so it made absolutely no difference to the ride experience!
This brake also had a profound impact on throughput. Warning in advance; I’m about to get a bit geeky here!
I tested both layouts (with and without block brake) in testing mode, with no guests, to get an estimate of theoretical throughput for each. For reference, Black Mamba has 4 trains of 20 riders.
Without the block brake, I calculated using the Dispatch Timer app that Black Mamba could dispatch every 1 minute 17 seconds. As the ride has 20 rider trains, this led to a throughput of 933 riders per hour. I should note that in this mode, the ride was always stacking on 4 trains, leading to there never being a gap between trains, so I didn’t need to take it into consideration here.
With the block brake, dispatches were much quicker. In testing mode, I timed that the ride could dispatch every 40 seconds, leading to a throughput of 1,781 riders per hour given that Black Mamba has 20-rider trains. However, if trains were dispatched constantly, I noticed that there was a bit of a gap between the 4th train leaving the station and the 1st train reentering the station. Adding this lag time between trains onto the average dispatch of 40 seconds for the 5th dispatch and calculating the new average dispatch time led me to an average dispatch time of 45 seconds, or a theoretical throughput of 1,600 riders per hour given Black Mamba’s 20-rider trains. Still, even with my more conservative estimate, this still led to a 71.5% increase in throughput!
Hope you find this tip useful to optimise the throughputs on those multi-launch coasters!
If you’ve been playing the game for a while, you might notice that with the game’s multi-launch coaster models, you are unable to make each launch function as its own block section like a real life multi-launch coaster would. As such, your train is often left waiting for a very long time at the first launch; until the train negotiating the layout hits the brake run, the train cannot be launched from the first launch, leading to waits of a minute or more on the launch track prior to launching. This also substantially decreases the ride’s throughput. Unless you place an MCBR within the layout itself or make the second launch a standing launch as opposed to a rolling launch, this seems unavoidable. For an idea of what I mean, here’s a POV of Black Mamba, a multi-launch coaster I created for my Worlds of Globala park. Notice how the ride stops for what feels like a very, very long time prior to the first launch (skip to around 1 minute in to see what I’m talking about; it takes the ride 2 minutes to launch):
However, I had an epiphany yesterday, and I realised that it is possible to make each launch function as its own block section without damaging the flow of the ride or shaving off any notable speed. The way to do this is to place a tiny section of block brake prior to the second launch. To test this out, I saved Black Mamba as a blueprint and pasted two copies of the Black Mamba layout into a clean map, with no other scenery. I left one layout the same and altered the other so that the first piece of track in the second launch was replaced by a block brake section with a very high target speed (above what the ride was naturally going at at this point) and a very low deceleration, so that the illusion of a rolling launch is still there. Interestingly, the block brake actually improved the ride experience’s ratings in game; the prestige was identical, but the excitement and fear ratings were marginally higher, and somehow, the ride gained an extra 0.2s airtime moment even though I didn’t alter the actual layout at all! The brake section slowed the ride down by only a negligible amount (~1mph) prior to the second launch, and the second launch still hit the same speed, so it made absolutely no difference to the ride experience!
This brake also had a profound impact on throughput. Warning in advance; I’m about to get a bit geeky here!
I tested both layouts (with and without block brake) in testing mode, with no guests, to get an estimate of theoretical throughput for each. For reference, Black Mamba has 4 trains of 20 riders.
Without the block brake, I calculated using the Dispatch Timer app that Black Mamba could dispatch every 1 minute 17 seconds. As the ride has 20 rider trains, this led to a throughput of 933 riders per hour. I should note that in this mode, the ride was always stacking on 4 trains, leading to there never being a gap between trains, so I didn’t need to take it into consideration here.
With the block brake, dispatches were much quicker. In testing mode, I timed that the ride could dispatch every 40 seconds, leading to a throughput of 1,781 riders per hour given that Black Mamba has 20-rider trains. However, if trains were dispatched constantly, I noticed that there was a bit of a gap between the 4th train leaving the station and the 1st train reentering the station. Adding this lag time between trains onto the average dispatch of 40 seconds for the 5th dispatch and calculating the new average dispatch time led me to an average dispatch time of 45 seconds, or a theoretical throughput of 1,600 riders per hour given Black Mamba’s 20-rider trains. Still, even with my more conservative estimate, this still led to a 71.5% increase in throughput!
Hope you find this tip useful to optimise the throughputs on those multi-launch coasters!
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