More realistic ferris wheel

So for now the ferris wheels work like any other ride. People fill up the seats, the ride goes for a spin people get off, rins and repeat. Would you consider making a unique mechanism for the ferris wheels where the ride keeps going and people get on running as the compartments pass?
 
So for now the ferris wheels work like any other ride. People fill up the seats, the ride goes for a spin people get off, rins and repeat.

Currently, we have 2 ferris wheels. The first one has cars that slide around on a track and rock/roll at different sections, which is pretty unique. I've never seen anything like that, and I think it would be kinda scary to ride. Maybe you should take a closer look at how that one works

The second one (new to Alpha 2) is also unique, because it has a hollow/open center. Te cars spin around on a giant wheel with no supports in the middle, allowing players to run a coaster track through it (or other scenery). Which at first I thought it was boring, but now I like it a lot.
What other ideas would you like to see?

Would you consider making a unique mechanism for the ferris wheels where the ride keeps going and people get on running as the compartments pass?
Somebody on here told me that Frontier is not going to change the way guests board the rides. I'm not sure if that's true. I hope they make it better, but I guess its not a huge deal breaker for me.
 
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Somebody on here told me that Frontier is not going to change the way guests board the rides. I'm not sure if that's true. I hope they make it better, but I guess its not a huge deal breaker for me.
Is this really so hard to maker? RCT1 + RCT2 + Parkitect all use the correct loading ferris wheel while all 3D Roller Coaster Games have it wrong (RCT3, RCTW and PC)
 
Jupp.

Parkitect has it, but its making guests sad, because they have to wait (ride) so long.

The Radius could be done by making the plattform a conveyour belt which moves along with the very slow wheel (never stops). Those wheels do exsist.
People get on the belt, enter the ride from one side, make a round and get off on the other side.

The coaster wheel is going to fast to do it. Slowing it down would make it unrealistic in movement.
 
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Vampiro

Volunteer Moderator
Currently, we have 2 ferris wheels. The first one has cars that slide around on a track and rock/roll at different sections, which is pretty unique. I've never seen anything like that, and I think it would be kinda scary to ride. Maybe you should take a closer look at how that one works

The second one (new to Alpha 2) is also unique, because it has a hollow/open center. Te cars spin around on a giant wheel with no supports in the middle, allowing players to run a coaster track through it (or other scenery). Which at first I thought it was boring, but now I like it a lot.
What other ideas would you like to see?


Somebody on here told me that Frontier is not going to change the way guests board the rides. I'm not sure if that's true. I hope they make it better, but I guess its not a huge deal breaker for me.

I think he didn't mean he wanted more "original" ferrish wheels but i think he was referring to an "original" way of loading/unloading guests [happy] (Not like regular flatrides)

And i have to agree with him on this, it looks very odd to see a LOT of people entering the ride all of a sudden. Im aware Frontier said they weren't planning on changing it anytime soon. (Can't remember if i hear or read it in a livestream or if it was just someone on the forums who said Frontier stated it) The argument was that it would take way too long to board all the guests which would never make the wheel profitable because the capicity per hour would be very low.

Personally i disagree with that as im sure there are ways to compensate for that. Why not will 5 or 6 cars at 1 time, after that the wheel has to stop only like 5 or 6 times to let everyone board/unboard. Its not like it has to stop for every single car, 5 or 6 at a time is very realistic.
 
Can't say I like the current way guests get on the ride either (suddenly fills up etc ) but 'alpha' and all that, I thought it would only be a temp measure, a more lifelike approach is needed, you can't have it like it is currently, it's just not realistic.
 
I think he didn't mean he wanted more "original" ferrish wheels but i think he was referring to an "original" way of loading/unloading guests [happy] (Not like regular flatrides)

And i have to agree with him on this, it looks very odd to see a LOT of people entering the ride all of a sudden. Im aware Frontier said they weren't planning on changing it anytime soon. (Can't remember if i hear or read it in a livestream or if it was just someone on the forums who said Frontier stated it) The argument was that it would take way too long to board all the guests which would never make the wheel profitable because the capicity per hour would be very low.

Personally i disagree with that as im sure there are ways to compensate for that. Why not will 5 or 6 cars at 1 time, after that the wheel has to stop only like 5 or 6 times to let everyone board/unboard. Its not like it has to stop for every single car, 5 or 6 at a time is very realistic.

yeah and lets be honest, a FERRIS WHEEL isnt exactly going to make or break your finances in your park. pretty poor reason to be honest.

i can even come right back and say it would add a challenging aspect to the management part.....but like i said, lets be honest, it wont, because its a FERRIS WHEEL

idk about you, but if im having troubles managing my money in this game because the dang ferris wheel is loading too slow, im probably going to be dissapointed in the management aspect of the game entirely.

 
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A normal ferris wheel or coaster wheel would stop. When the park is empty one side, turn 180° and load the other side.
So it is not as easy as one thinks at the moment. Only huge wheels like the radius would turn constantly.
Just noticed the Big O turns while entering it and has no conveyour belt.
[video=youtube;d1zeVPLBrU4]https://www.youtube.com/watch?v=d1zeVPLBrU4[/video]

The Queue has to be much closer to the wheel then. Maybe one could apply something PC has for the coasters. And guests have to enter and leave the ride at the same time, not as it is now.
 
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Take the zipper, for instance; it has sets of 2 cars around a track. It would rotate, load 2, rotate, load 2 and keep going until all are filled. Sometimes, flat rides are inefficient. That's why you have four loading zones at WDW Tower of Terror and 2 drop shafts. That's why Star Tours has 6 simulators and mission space has about that many.

I think the radius for sure should never stop moving and guests should enter the cabin as other guests are leaving. The coaster Ferris wheel I'm not sure about. I'd have to check up on how that one boards; a good reference would be the Disneyland wheel that it's based on.

Many dark rides are omnimovers like Haunted Mansion and Spaceship Earth, and even many coasters have non-stop stations like Rip Ride Rockit, WDW Primeval Whirl and Alton Towers Spinball. In real theme parks, not every ride can completely stop to board. Many rides have to load guests while unloading guests. That's just how they operate.

So this is an important feature to get right since it is more than just ferris wheels that will have non-stop vehicles (chairlift rides too...).

And one last note: when I mentioned how many parks put multiple flat rides to increase capacity, I tried doing that in my park. I put a sky ace, and it got such a long line, so a put another on the other side of the path, but because I couldn't join the queues into a single line, they BOTH have long lines when it would be better just to have a single long line and have the two rides run opposite each other (one loads/unloads while the other does the ride cycle and vice versa). I tried this with two adjacent magic twirls and same story.

We definitely need to be able to merge queue paths into a single queue if the rides are the same; that will really increase capacity and save park real estate by not building two separate queues for the same type of ride.
 
So for now the ferris wheels work like any other ride. People fill up the seats, the ride goes for a spin people get off, rins and repeat. Would you consider making a unique mechanism for the ferris wheels where the ride keeps going and people get on running as the compartments pass?

You mean to tell me that when you go to the carnival that the ride controller doesn't tell you "Hey you see that carriage up there 80 feet in the air? That is your seat, go get climbing, better hurry up before the ride starts"? And here I thought it was normal to be required to have rock climbing equipment to get onto a fairs wheel...

With that said, I think changing it would have pros and cons, the pros being that it would be more realistic and fitting to have each cart loaded separately, the con being that in first person view while riding the ride it would be to much like a farris wheel of "oh hey over half the times I stop mid ride to let two people off and two new people on I can not see a thing". I would think the best solution would be maybe a in between realism and all at once, maybe 1/4th are loaded at a time so if you ride it in first person the ride does stop in 3 different locations mid ride to give that farris wheel experience without that "I am stopped for 29 times durring this ride annoyance".
 
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I would think the best solution would be maybe a in between realism and all at once, maybe 1/4th are loaded at a time so if you ride it in first person the ride does stop in 3 different locations mid ride to give that farris wheel experience without that "I am stopped for 29 times durring this ride annoyance".
Most ferris wheels have multiple docking stations, and I think the idea of having 1/4 of the cars fill at a time would be just fine [up]
 
I feel I best reply to this thread as it was myself that has posted about what Frontier stated with the load times of the Ferris wheel's in game.

They have indeed stated in a live stream (I think it was the 2nd one before Alpha Phase 2) that the reason there is currently no full load animation would mean that the Ferris wheel would not become profitable. They stated it would take too long to load all the guests and complete a full rotation and unload again and thus they were not planning on completing a loading animation at this time.

It isn't just a financial impact from ticket sales but the wait time that guests would have compared to any other ride in game. That in itself would mean that you would always have angry guests you can't do anything about and that would be bad management.

The reason some move continuously is because they are moving slow enough that people can walk onto them. 10 mins for 1 full rotation is not going to happen in game.

Sometimes something has to be sacrificed to make it work in games context. Unfortunately at the moment Frontier feel this is one.

The first step is to help the situation is to reduce the distance between the front of the queue and the carriage. If the guests don't have as far to walk then it will naturally reduce the load time.

The second is to adjust the speed the wheel rotates between each carriage load. But then you have to wonder if the speed of the rotation would look worse if sped up too much.

The third is then to have it so that say 3 carriages can be loaded with a split level platform in which it has multiple gates.

Maybe if all 3 were done and balanced then Frontier would make it work but at the moment it just isn't possible and Parkitect has proved that with the current guest feedback making everyone angry.

Regards,

Adam
 
That does not apply to the Radius.

I don't know the affort though to animate a concurrent loading, unloading and turning sequence.
 
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That does not apply to the Radius.

I don't know the affort though to animate a concurrent loading, unloading and turning sequence.

What doesn't apply to the Radius? The load time issue? I haven't played with the new model and this was originally discussed for the Star Wheel in game. I assume maybe because the Radius is already a slow moving ride then the continuous load may work., but again if you made it so that the loading gates were localised close to the cabins and you had say 3 load points.

It would be a lot to animate but yes it could work after watching the quick YouTube clip of it.

It still wouldn't be possible for the Star Wheel though I feel as the cabins rock back and forth until a certain point and this would need to stop movement to secure the carriage and allow loading.

Regards,

Adam
 
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