Minimum departure time not working

Wondering if this is happening to anyone else or if my game's bugged. Set the min. departure time (the last input box on the operations page, NOT the minimum waiting time) to some number and start testing your coaster. The train seems to completely ignore it.
 
Is your ride testing or open? I noticed that in testing it doesn't wait, but appears to be waiting correctly once it's opened.
 
In testing. The issue is, in some coaster types where there's a car catch block that acts like a cable lift or hydraulic launch, this completely breaks the ride in testing because you need the block to be back at the station before the following train can leave.
 
I'm experiencing this too. My OCD explodes when a train stops on the lift because of this, so this bug is so infuriating for me, lol. This would be a major gamebreaker for the cable lift coasters also, as you mentioned.
 
Didn't notice any changes regarding this, i have a coaster running in test mode (during transition of the Winter Update) operating with 5 RVs and it didn't change its timing behaviour so i guess the issue not related to the update? (It's set to "min. Departure Time" rules.)

Do you have the "Don't block station" checkbox active? if so, turn it off. Also uncheck both min. and max. loading time AND set capacity to ANY LOAD.

In testing mode, it should work if you unchecked all the aforementioned ticker boxes.
However, I noticed is the timing setting is sometimes not exactly what you set it to .
(seems to somehow round up or down the numbers (i.e. you set it to 17, it departs after 15 secs., you set it to 18 and it departs after 20secs.))
Then again, this in particular might be fps related.

Also once the coaster/track ride is in operation, the timing (especially at shorter departure settings) might be influenced by how quick the guests leave the platform (independent of guests entering the ride, if the interval setting is set too short the car will just leave empty)
 
Didn't notice any changes regarding this, i have a coaster running in test mode (during transition of the Winter Update) operating with 5 RVs and it didn't change its timing behaviour so i guess the issue not related to the update? (It's set to "min. Departure Time" rules.)

Do you have the "Don't block station" checkbox active? if so, turn it off. Also uncheck both min. and max. loading time AND set capacity to ANY LOAD.

In testing mode, it should work if you unchecked all the aforementioned ticker boxes.
However, I noticed is the timing setting is sometimes not exactly what you set it to .
(seems to somehow round up or down the numbers (i.e. you set it to 17, it departs after 15 secs., you set it to 18 and it departs after 20secs.))
Then again, this in particular might be fps related.

Also once the coaster/track ride is in operation, the timing (especially at shorter departure settings) might be influenced by how quick the guests leave the platform (independent of guests entering the ride, if the interval setting is set too short the car will just leave empty)

Made sure Don't block station is unchecked (it shouldn't affect min departure time anyways if the tooltip is to be believed), unchecked min and max loading times, set capacity to any load. Min departure time is still getting ignored in test mode. Doesn't matter if it's 10 seconds or 100 seconds.

Edit: found a hacky workaround. Set min departure time to what it's supposed to be and test it. Ignore any weird ratings / stats caused by your trains screwing up. Open the ride and set it to any load, uncheck min and max waiting times. This should cause the trains to leave immediately after the min departure time and should give you the coaster's intended behavior / stats after a complete cycle. Change the loading rules to what you want afterwards.

Still wish Frontier would fix this bug.
 
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I've found after the winter update, coasters with a block brake placed before a lift hill will ignore the minimum departure setting and will dispatch as soon as the train is full regardless of the set time.
 
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