So, you should set the "minimum station wait time" to zero. This again reduces throughput and increases queue time. You don't want the train to be all ready to go but not leave the station for a while. So if the above aren't enough to solve the problem, you're left with tweaking aspects of the coaster itself, as follows: The longer the train, though, the longer this minimum time will be due to the longer distance peeps from the end cars will have to walk to the exit gate. The above 2 things minimize the time required to unload 1 batch of peeps and load the next. If you have the exit anywhere else, peeps will waste time walking along the edge of the platform to reach the gate. Put the exit gate directly in line with these arrows, which again minimizes the distance peeps have to walk to get off the platform. If you have the exit on the same side of the station as the entrance (OK for 1-car trains, bad for multi-car trains), the platform will have yellow arrows on it pointing out. So when building a coaster with multi-car trains, be sure the layout doesn't force you to put the exit on the same side as the entrance. If you have the exit on the same side as the entrance, it will be at the front of the platform so peeps in the rear car have to walk the whole length of the platform, which maximizes the time required for them to go out the exit gate. This minimizes the distance peeps have to walk to get off the platform and thus allows loading the next batch to start sooner. With multi-car trains, having the exit on the opposite side of the station from the entrance allows you to put the exit gate even with the center of the parked train. This is essential for any train with multiple cars, but doesn't matter for 1-car coasters or track rides. Entrance and Exit on Opposite Sides of Station The real bottleneck in this process is the customers getting off the train having to completely exit the platform at slow walking speed, but you can speed this up with careful design of the station. Once all the seats are full, there's another slight delay as the restrains lock, then the train leaves the station. A second or so later, the boarding gates open and those next in line sprint onto the train, which takes effectively no time. Those getting off walk slowly to the exit and when the last one finally gets off the platform, the exit gate closes. One may work, or another, or it could be you'll have to do some corrective surgery on the track layout instead.Ī train takes a certain amount of time to unload and then load. There are several ways you can tweak the ride to prevent this. Ideally, you want 1 train to pull out just as the next enters, so there's no waiting. This really kills the excitement rating of the ride, plus keeps your throughput of customers/minute lower than it should be. Still, you definitely don't want trains having to wait to enter the station. If your queue is jammed full, then the ride is making lots of money, which is its whole purpose in life. The moral to the story is, you can't please everybody so don't worry about it. You only lose sales on those who don't enter the queue, but they're obviously the minority because the queue is so full. Everybody in the queue has already paid to go on the ride, so even if they're complaining, you're not losing money on them. Thus, if the ride is popular enough to draw a huge crowd, you have no control over queue time once the line gets to a certain length. For any given ride, there's only so much you can do to increase customers/minute. Well, queue time is a function of 2 things: 1) the rate (customers/minute) that the ride can process (number of seats/train * number of trains per minute) and 2) the number of peeps in the queue.
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