chicagolandcoasters wrote:They’re reprogramming maxx force tomorrow morning so that it will stop on the brakes closer to the station
Sent from my iPhone using Tapatalk
Any chance they can reprogram the brake run train and station train to move at the same time so the launching train doesn't need to wait for the other train to enter the station. It should just be in the station by the time the train is on the launch track.
chicagolandcoasters wrote:They’re reprogramming maxx force tomorrow morning so that it will stop on the brakes closer to the station
Sent from my iPhone using Tapatalk
Any chance they can reprogram the brake run train and station train to move at the same time so the launching train doesn't need to wait for the other train to enter the station. It should just be in the station by the time the train is on the launch track.
Sent from my PH-1 using Tapatalk
Isn’t it already The three times I rode it the gates were opening for the new riders as the train was launching.
That’s not a programming issue. That’s just the way a coaster works. It’s called a block section. Train has to clear the block section. In this case there’s only two blocks, the station and rest of ride! Thus train needs to clear block before next train can be launch.
Most other two train coasters don’t have this problem because there’s actually two sets of brake runs so train only has to clear first break run before train in station can leave.
coasterfanatic wrote:That’s not a programming issue. That’s just the way a coaster works. It’s called a block section. Train has to clear the block section. In this case there’s only two blocks, the station and rest of ride! Thus train needs to clear block before next train can be launch.
Most other two train coasters don’t have this problem because there’s actually two sets of brake runs so train only has to clear first break run before train in station can leave.
I know, but the way the station and final block can be setup can allow for the two trains to move as one basically acting as one giant block. If something happens the entire block shuts off causing both trains to stop thus is safe to move both at the same time (requires that both trains are constantly intact with drive tires, friction brakes, and sensors that track their exact position to make sure they don't get too close). That probably requires extra sensors that need to be installed so definitely no. I've seen it on some modern coasters recently. The positioning of the brake run, station, and launch position make this possible but S&S probably aren't equipped to do that.
^ This is called rolling blocks (also known as multimove) and it's extremely efficient. Here's a short video of it happening on Maverick - https://youtu.be/Hxtkj_zH1rA. You see that the 2nd train starts moving seconds after the first train, instead of waiting for the first train to completely exit the block. However this requires tons of extra sensors, so I wouldn't expect them to add it to Maxx Force.
I do hope that something is done in terms of block programming though. Take a look at CoasterNick3157's POV - https://youtu.be/B_VMvcsIGXg. You'll see that the train is dispatched at 0:30, and the next train's restraints unlock at 1:35 (you can't see this but you can hear the operator giving a countdown to when the restraints will unlock). That's 65 seconds. 65 seconds where absolutely nothing is happening in terms of loading. For reference, Steel Vengeance takes 30-35 seconds from dispatch to restraints unlocking on the incoming train. 65 seconds is a crazy long time. If they cut it down to ~30 seconds by making the drive tires move faster, they would save 35 seconds every cycle. Think about what that would do for the ride's capacity!
Yesterday Maxx didn't want to cooperate as Black train had to be taken off in the morning so it ran a one train op until red train didn't want to cooperate either as there was some sort of sensor issue or something happened that it would go out to the launch pad and the fins didn't drop so 4 workers had to push the train back into place and they tried 3 times then the riders had to be evacuated. Everyone in line got a comp ticket for any ride including Maxx. It was closed for awhile prior to getting in line before closing and then when we were in the AAP line waiting is when the ride train decided it didn't want to go anymore.
If the station is going to be white, they have a lot to paint still. I thought the White was the primer for red because the sections that are painted white are blotchy. The area in my opinion is an eye sore. If it wasn’t for the 10 bushes & plants they put in, it would look horrendous. But it’s still terrible.
I agree with you. I could be wrong, but isn't the station supposed to have some more decoration on the roof? As far as the area that Maxx Force lives in, I would even settle for a sequence of signage in the queue area detailing the stats of the ride and explaining the propulsion system of Maxx Force.
Maxx opened around 2:55. I had been in line since 1:00 and got on at 3:20ish. Dispatching every 3-3.5 minutes. Hopefully it will still be open near park close so I can get another ride at the end of the night. The line right now appears to be 2.5+ hours.
That's a good question. I'm really not sure. Maxx Force has been down for about an hour. It rolled back with people on it. The poor people that waited two hours for Maxx Force ended up getting a half of a launch and it hasn't reopened since.
The Rollback fins wont go down to launch until the other train harness unlock then the train launches
Airboss wrote:^ This is called rolling blocks (also known as multimove) and it's extremely efficient. Here's a short video of it happening on Maverick - https://youtu.be/Hxtkj_zH1rA. You see that the 2nd train starts moving seconds after the first train, instead of waiting for the first train to completely exit the block. However this requires tons of extra sensors, so I wouldn't expect them to add it to Maxx Force.
I do hope that something is done in terms of block programming though. Take a look at CoasterNick3157's POV - https://youtu.be/B_VMvcsIGXg. You'll see that the train is dispatched at 0:30, and the next train's restraints unlock at 1:35 (you can't see this but you can hear the operator giving a countdown to when the restraints will unlock). That's 65 seconds. 65 seconds where absolutely nothing is happening in terms of loading. For reference, Steel Vengeance takes 30-35 seconds from dispatch to restraints unlocking on the incoming train. 65 seconds is a crazy long time. If they cut it down to ~30 seconds by making the drive tires move faster, they would save 35 seconds every cycle. Think about what that would do for the ride's capacity!