I think the point is that some of us enjoy being challenged to RECREATE attractions like this. Sooooo... Technically, yes. We COULD have mission: space or star tours. Especially if we could have this:
https://i.ytimg.com/vi/icejZyP5aAQ/hqdefault.jpg
Which would also be VERY helpful if we had queue merge paths.. That way it could go to 4 different simulator loading pods...
4 pods? You gotta go with 6... [yesnod] The more sims, the more riders per hour.
And also, I suggested in the "rides that should be in game" thread that they add the star tours sim. That one you showed in RCT3 is a very small, low capacity sim. I've been in a few of those before and they are really small. The star tours one I think holds 40 people. Here's the generic, unthemed version of the star tours model that I think would do great in-game:

They could easily put that in game. Mission Space.... well that's better left to the community to make I suppose.
Point is, we need the option to do queue forks and merges, preshows, walkthroughs, fastpass, and single rider because unlike amusement parks, theme parks are optimized for high capacity. It's all about getting as many riders through the attraction as quickly as possible. That's why they often have separate unload and load bays, why rides like Mission Space and Star Tours unload while they load, why rides like Revenge of the Mummy and Space Mountain have a hold for the restraint checks after the station, why Rip Ride Rockit and Space Mountain are packed with MCBRs, why Primeval Whirl and Rip Ride Rockit have non-stop stations, why Spaceship Earth and Haunted Mansion have some hundred+ car omnimovers, and why rides like Rock 'n' Roller Coaster have six available trains whereas their amusement park counter parts (the clone at Walibi World) only have two or three trains total.
Capacity is everything at theme parks and all of these queue elements, while they should be optional, are very much going to be an integral feature of PC.