-----------------
9Years working at Valleyfair :)
I had a brakes failure, it didn't say station. On my Deja Vu the brakes failed and it made half of the circuit again and ended up valleying inbetween the loop and cobra roll.
In one of my brothers park on the Lava Launcher coasters he had a brakes failure which caused a crash. Once again it didn't say station brakes failure but it was the station brakes that failed.
-----------------
Deja Vu Count = 31
SFGAm CoasterWorld
-----------------
Top 5 Steel: #1 Millenium Force #2 Phantom's Revenge #3 Ice Dragon #4 Incredible Hulk #5 Wild Thing
Top 5 Wood #1 Viper #2 Thunderbolt #3 Timberwolf #4 Outlaw #5 Screaming Eagle
CoasterDude316 said:
I had a brakes failure, it didn't say station. On my Deja Vu the brakes failed and it made half of the circuit again and ended up valleying inbetween the loop and cobra roll.
In one of my brothers park on the Lava Launcher coasters he had a brakes failure which caused a crash. Once again it didn't say station brakes failure but it was the station brakes that failed.
-----------------
Deja Vu Count = 31
SFGAm CoasterWorld
Whoa the game is more realisitic than I took it for Deja Vu really does valley in the game like it does in real life.
-----------------
Chris Knight
My Favorite Site on the entire internet, I think you would like it too. check out:
http://www.coasterbuzz.com/forums/members/member.asp?action=tos
LOL, if it really does that.... well, that's just fantastic.
I have had some rollback problems with the gigas running a cable lift. But so far crashes in the station have been limited to what I consider a bug in the engine.
-----------------
the member formerly known as MisterX
Ya gotta watch out with the block brakes, sometimes depending where it is, the train will roll down the track, causing it to valley in some place, just waiting for another train to smack it and explode.
-----------------
I lost my hat on Poison Ivy. How pathetic.
-----------------
SFNE Central- Online Six Flags New England Resource
http://sfne.licensetothrill.net
Devoted Intamin Lover for Life!
I haven't had one with a blocked ride yet, but I did with a non-blocked ride. Something that always worked for me in the first game was to use a gradual brake run. In other words, set your last brake at 13, and every brake before that one higher than the previous. That way no one brake has to take the brunt of the force all at once. I don't know if in fact that is what causes the failures (a 70 mph train hitting a brake set for 9), but it reduced the frequency of failures for me.
With the blocking system, I more or less do the same thing at the final block before the station.
-----------------
Jeff - Webmaster/Admin - CoasterBuzz.com
"There's nowhere to run, nowhere to hide, when it's all in your mind. You gotta let go." - Ghetto, Supreme Beings of Leisure
Has anyone seen the brakes fail at all before coming into the station?
-----------------
9Years working at Valleyfair :)
-----------------
Magnum is Red,
Millenium Force is Blue.
I love Wicked Twister
And Raptor too.
-----------------
SFNE Central- Online Six Flags New England Resource
http://sfne.licensetothrill.net
Devoted Intamin Lover for Life!
In RCT I always used gradual brake runs, however that wouldn't prevent the station brakes failure. When brakes fail, they completely fail all through the ride. My solution to this was to design the coaster so an empty train hits the final brake run going about 8 or 9 mph. A fully loaded train would come in around 13-14 or so, which won't cause a crash. You have to be going faster than 18 or so to crash I think.
-Ride_Op
You must be logged in to post