Remove Block Section from Top of Lift Hill?

As the title says, is it possible to remove the block section at the top of the lift hill? AKA so it doesn't treat from the station to the top of the hill as one block and therefor stop at the top of the hill if there's a train in the next block.
 
no there is not, lift hills are blocks in real life too, you have to create your coaster so that the train gets to the next block section before the other coaster train gets to the top of the lift hill
 
Hm I'll have to mess with it. I've made a good mobius loop layout (like twisted collusus) but I think after it breaks down, it has issues and the timing will never fix itself. I mostly used the station timer to do it because when i tried a block section directly after the station and before the first lift hill, it couldn't time to the release with the block brake before the second lift hill BECAUSE of the added unnecessary block added by the top of the lift hill.

I can see it being a thing in real life, but if i have a whole empty block in between, why can't I disable it? How else would RL twisted collusus function??

EDIT: Why wouldn't I be able to disable it if I had a layout that went block brake, lift hill, block brake, when I don't want or need that middle lift hill block?
 
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Like I said, I successfully made one that works. The way I made it though is janky and I feel like doesn't work like it should, using as you mentioned the departure times. Without the "required" block of the lift hill, it would be 10x easier. Because that block is completely unnecessary. It adds a useless block in the middle of the layout.
 
Many people were upset that lift hills weren't block sections, so Frontier fixed it.
I found it completely unnecessary, but you know...
 
Many people were upset that lift hills weren't block sections, so Frontier fixed it.
I found it completely unnecessary, but you know...

Yeah, there was a hearty debate during Alpha that lift hills should be considered block breaks like previous games. I personally don't like it and would want it as an option, I don't see many coasters in real life sit and wait at the top of a lift hill.

Sadly, we don't get it as an option and it's one way or the other.
 
Put block a section in the middle of the coaster, as a break run. [up]

It's not as easy as that. It has to come in less time than it takes a train to get up the lift hill. Block sections aren't arbitrary. They are timed.

Yeah, there was a hearty debate during Alpha that lift hills should be considered block breaks like previous games. I personally don't like it and would want it as an option, I don't see many coasters in real life sit and wait at the top of a lift hill.

Sadly, we don't get it as an option and it's one way or the other.

It's not a big deal to me in the end.
Real coasters tend not to stop on lifts because they have all the block sections timed out based on desired throughput (unload/load time).
The only time it would be an issue is when the train loads and leaves faster than the normal time.
 
Time your lift hill... lets say it takes 15 seconds to climb the hill

Find your rides total time in the stats... lets say the ride time is 2mins

Put your minimum wait time to 105 seconds (1min 45s)

now your second train wont leave the station until train 1 is 15 seconds from home

Always tick the do not block station as a double safe

You could set your maximum wait time to 105 seconds as well so the trains are synced

If you get your timings right it should work pretty realistically as one train is on the track the other is filling up and as the "out" train comes into the home stretch train 2 leaves

Or

As you are making the coaster, time the lift hill... lets say again its 15 seconds ... but in another block section no more than 14 seconds into the ride and then keep adding block sections every 14 seconds....
Dont use distance to choose when to insert block sections.... because as the ride goes on the train will slow and take longer to cover a set distance

The second way is the best way imo. Block sections are mandatory on a coaster with more than 1 train... and even though trains never break down mid ride... its nice to build the track with realism in mind.
 
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No... this is how coasters operate irl... At the park I worked at we would send test laps in the morning too close together by accident and the lift would stop for a few seconds with a train at the top.
 
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Time your lift hill... lets say it takes 15 seconds to climb the hill

...
The second way is the best way imo. Block sections are mandatory on a coaster with more than 1 train... and even though trains never break down mid ride... its nice to build the track with realism in mind.

You clearly missed the issue here. I'm talking about making a modified mobius loop like the Twisted Collusus. This is a lot more advanced than just simple blocks to run 2 trains...

No... this is how coasters operate irl... At the park I worked at we would send test laps in the morning too close together by accident and the lift would stop for a few seconds with a train at the top.

Again, if I made block brakes at the bottom, why do I also need them at the top?? If I can make an entire coaster without supports, surely I can decide if there's a block section or not at the top of the hill....
 
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You clearly missed the issue here. I'm talking about making a modified mobius loop like the Twisted Collusus. This is a lot more advanced than just simple blocks to run 2 trains...

I didnt miss the point.... Its about timing your second train to hit the first lift hill at more or less the same time as your first train hits the second... This is not advanced it is simply done by adjusting the Min. Departure Interval . If your first train takes 60s to get to the second lift hill (or the point where you want your next train to leave) then as a starting point set the min departure interval to 60s and +/- by a second or so to perfect it...

set the min wait time to 60s and the max wait time to 60s then no matter what happens 60s after your first train leaves your second train will join the party....


I've just done it... it took me about 5 mins to get the trains to hit the lift hills at the same time.
 
I didnt miss the point.... Its about timing your second train to hit the first lift hill at more or less the same time as your first train hits the second... This is not advanced it is simply done by adjusting the Min. Departure Interval . If your first train takes 60s to get to the second lift hill (or the point where you want your next train to leave) then as a starting point set the min departure interval to 60s and +/- by a second or so to perfect it...

set the min wait time to 60s and the max wait time to 60s then no matter what happens 60s after your first train leaves your second train will join the party....


I've just done it... it took me about 5 mins to get the trains to hit the lift hills at the same time.

As I also said in earlier in the thread, I did make one that works fine. I just think the way I had to make it is a bit ridiculous and the blocks at the top of the hill are pointless, the way I have it set up. Hence the reason of asking why can't I disable them?
 
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