Multi-Train Invincible Giga Coaster seems impossible to make.

The Chain lift system for the Invicible Giga Coaster only allows for one train per x amount of time as the chain lift has to reach the bottom for the next train, only the trains completely ignore this and get stuck. I've been trying to place block breaks everywhere, mid run, before the drop and next the station but nothing seems to work. Even timing the departures eventually fails as it becomes random and there are way too many variables to make sure that train actually departs when the chain lift is ready to be used again which in my game is ~50 seconds. I'm close to deleting the whole ride which is pretty much complete as it's just not efficient at all with one train, especially considering the whole coaster takes up most of the park with its 348ft drop. Anyone have any idea on how to fix this? Or if it's even possible thanks in advance.
 
For this coaster the cabel lift does not act as a block so you need to add 2 block brake sections to your track.

Using the Millennium Force as an example since that's what this coaster type is based off of it has 2 block brake sections right before it goes back into the station
 
I think the issue is more that the "car catch" doesn't return fast enough, such that the second train is there before the cable catch.
I think the only solution, which may be difficult to design, is that the first block brake after the station has to come at a place in the track when the cable catch is back in or very near the "ready" position. This is a benefit of the cable lift not acting as a block.
The station won't release the next train until the next block is free, so you just have to keep it occupied until the catch returns.

Lmao_Koed, if you want to upload the coaster, or park to the workshop, I'd loved to tinker with it later tonight, and find a solution.

But, in the meantime, if you set the cable return speed to max, and count the seconds it takes to return, count the same number of seconds of train travel after the lift, and that is where your first block should be.

This is an example of why it's actually good that the cable lift isn't counted as a block.
If the devs every decide to change it, the lift block should not be counted as "free" until the cable returns to the ready position.
 
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ahh ok I misunderstood the question that makes sense, you would almost have to build your coaster with the mind set that the longer your lift hill is the longer your track has to be so that the cable has enough time to get back to the next train before the other one returns to the station
 
Thanks for the fast responses guys!

I think I'm onto something (finally) with these block brakes, having put one at the start and one at the end does allow for a two train configuration but the waiting times in the block brakes are quite long and effect excitement quite a lot.

*Edit I've added a third at the point where the cable lift is ready like Bitter Jeweler suggested by pausing the game and analysing where the first train goes at this stage and added a block brake there, and so far it's pretty flawless. I'm super excited to finally get this working well. If you do still want to try and make it even better I'll happily upload it to the workshop for you.

Thanks again guys block brakes really did have me confused [wacky] My coaster looks so professional now with these fancy brakes and departure times haha i love it!
 
For this coaster the cabel lift does not act as a block so you need to add 2 block brake sections to your track.

Using the Millennium Force as an example since that's what this coaster type is based off of it has 2 block brake sections right before it goes back into the station

The lifting devices and stations seem to function as PARTIAL blocks, in that they count as separate sections of track for purposes of determining where multiple trains can be, but these separate sections do NOT count for creating multi-train capability. The net result is, to get multiple trains, you still need 1 block brake per train, but a train can be on the lift and another in the station without needing a block brake in between them.

As to block brake locations, that seems to be a matter of taste. I know traditionally in real life, nearly all rides had all the blocks sequential just before coming back into the station. However, some of the more modern rides in real life put 1 block at the top of the lift and the other just before the station. This seems to be more efficient, in terms of keeping the trains and customers moving, and it appears to be that way in the game, too, so that's how I do it now. If the lift is high enough, it will take longer to go up the lift than it does to unload and load a train.

Also note that these days, even if you have the correct number of brake blocks on the track, the additional trains do NOT appear automatically. You have to go into the ride's Operations tab and turn them on.
 
I think the issue is more that the "car catch" doesn't return fast enough, such that the second train is there before the cable catch.
I think the only solution, which may be difficult to design, is that the first block brake after the station has to come at a place in the track when the cable catch is back in or very near the "ready" position. This is a benefit of the cable lift not acting as a block.
The station won't release the next train until the next block is free, so you just have to keep it occupied until the catch returns.

Lmao_Koed, if you want to upload the coaster, or park to the workshop, I'd loved to tinker with it later tonight, and find a solution.

But, in the meantime, if you set the cable return speed to max, and count the seconds it takes to return, count the same number of seconds of train travel after the lift, and that is where your first block should be.

This is an example of why it's actually good that the cable lift isn't counted as a block.
If the devs every decide to change it, the lift block should not be counted as "free" until the cable returns to the ready position.

Yep. You need to make sure the second car doesn't get to the lift until the cable is back and ready for it.

You can raise the cable return speed.
 
The cable lift hill.... :)
Another one of those little details I'm glad Frontier were paying attention to.
.
I actually spent the better part of 3 hours researching them after they appeared in the game. Its weird the things we take for granted.
 
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