Need below 10 minute Inspection timer for better Maintenance on unreliable rides (big coasters)

It's annoying that you can't set the inspection timer for your mechanics to below 10 minutes. I made a huge coaster (10 minute ride time) and it has some breaks on it, which makes the coaster less reliable. Therefore the ride needs more frequent maintance than every 10 minutes. If I manually call inspection, the ride doesn't break down, but when setting the timer to 10 minutes the ride breaks down once per month, which makes the ride unprofitable, while it is fine on manual call inspection. Please add the option to set the inspection timer for mechanics to 1, 2, 3 and 5 minutes (or just let us type in the number of minutes we want).
 
decreased reliability is happening with poor coaster design and excessive g-force loads on parts of the coaster.

You can also have 1 mechanic with a work roster for that ride alone, doesn't that help that?

If you play in Sandbox I believe breakdowns should not happen.
 
really!? i did not realize this, I thought it was purely about length and chains/brakes

Not that I ever noticed, I try to keep my coasters as real as possible with controlled g-forces. Long ones as well. And I never have so many breakdowns as the OP suggests.

But did make some bad ones too in the past and those had much more breakdowns without having a big layout. Just bad turns and twists.

Maybe a screenshot of the coaster could help clarify the problem?

Maybe experiment on this.

Build 2 identical coasters and adjust the speed on one so the g-forces increase, see how much faster wear is or is it the same because of length (wouldn't really make sense if it is length.)
 
As I said, the ride takes ten minutes, so that's the main problem. It does have two brake sections, which makes things worse. The coaster is not realistic, it wasn't intended to be. The suggestion is rather simple, the option to lower maintenance frequency from 10 to 5 or even 2 or 1 minute. Don't see why you'd want to discuss coaster design. More options and flexibility is always good and it's an easy feature.

The coaster is so big it can't fit on one screen and it also goes indoors and underground for a bit. More screens here: https://forums.planetcoaster.com/showthread.php/24925-Performance-Friendly-Full-Map-2-0-in-Progress-Delgado-Gorge

818Xo9j.jpg
 
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As I said, the ride takes ten minutes, so that's the main problem. It does have two brake sections, which makes things worse. The coaster is not realistic, it wasn't intended to be. The suggestion is rather simple, the option to lower maintenance frequency from 10 to 5 or even 2 or 1 minute. Don't see why you'd want to discuss coaster design. More options and flexibility is always good and it's an easy feature.

The coaster is so big it can't fit on one screen and it also goes indoors and underground for a bit. More screens here: https://forums.planetcoaster.com/showthread.php/24925-Performance-Friendly-Full-Map-2-0-in-Progress-Delgado-Gorge

http://i.imgur.com/818Xo9j.jpg

Yeah, I am sure it is about stress on the track and not length looking at some of the pictures.
Of course length plays a part to but it's not the main problem.

Although I believe in sandbox mode breakdowns should be able to be turned off, you are not playing sandbox so that's irrelevant.

Do remember that every time the mechanic repairs/checks the coaster it's temporarily shut down. So basically your coaster would be standing still most of the time.

And I know it's not intended to be realistic. The game mode of the game however does treat it that way. More options are welcome thought.
 
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So you think if I smooth out some of the 'stressfull' parts of the track I should see improvements in slower breakdown? I already did that in some of the area's to bring the fear rating down in certain area's, but perhaps more can be done?
 
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So you think if I smooth out some of the 'stressfull' parts of the track I should see improvements in slower breakdown? I already did that in some of the area's to bring the fear rating down in certain area's, but perhaps more can be done?

Did some simple and fast testing and might come back on my words.

I just build 3 coasters.

All 3 invincinble Giga.

2 identical ones (except some banking adjustments on one and the other not. both with an airtime hill, one smooth, the other topped off). Both 0€ to rule out price influences.
1 with a slightly larger layout (without banking and same height as the others, just longer.

stats coaster 1 (without banking)
Excitement 7.74
Fear 4.74
Neauseau 1.64
440 mtr

stats coaster 2 (with banking)
excitement 7.21
Fear 4.21
Neaseau 0.84
430 mtr (because of the smoothing and banking)

stats coaster 3 (long no banking, no hill).
excitement 5.34
Fear 1.56
Neauseau 0.95
530 mtr

Now as far as breakdowns goes, they all go more or less the same but coaster 3 goes a tiny bit faster than the other 2 so yes, this could be because of the length. The coaster also has some big g-force spikes but the others are the same length and go roughly the same.

Coaster 1 attracted way less people though. Coaster 2 was second best (probably because stats are gentler, though by design more realistic) but coaster 3 however totally gets run over by people probably because of the Fear rating being lower, but the coaster 1 and 2 have all green stats and this one has an orange excitement and fear.

So yeah, my thought was based on logic but the game's mechanics treat it different. Sorry about that.

ps. there where no mechanics so there were no inspections.
 
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Aah good, always a smart idea to run some experiments. So the suggestion is valid, please give us the option for more flexible (lower) inspection times for the mechanics.
I did try and constantly manually call the mechanic to keep the coaster reliable and then the coaster is profitable, while when it breaks down once a month, it loses money.
 
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