Transfer track

A few different versions of the transfer track does need to happen along with storage track to store all or some of your trains when not being used.
The traditional transfer track that moves left and right to the storage tracks and the storage shed and even maybe one that moves up and down.
Also, switch tracks that can switch between storage tracks and the main line/ ride track.
Taking a look at how various coaster manufacturers have their transfer tracks and storage tracks set up would help.
When it comes to the storage tracks, allow us to choose how many tracks and the spacing between them.
As for building a storage shed over the tracks, it should work the same way you can build a station building using a local grid lined up to that section of track.
ALL COASTER TYPES SHOULD HAVE THESE OPTIONS AVAILABLE. For those players who like to build within the bounds of realism.

With transfer tracks and storage tracks it would be cool to have a coaster run with two trains in the beginning of the day and then later on in the day if the line for the ride gets longer the 3rd train sitting on the storage track can be moved over to the main ride track - either automatically or manually. Or give us the option for both?
This side of things is really more coaster management than anything else.
Most coasters start with one or two trains on the track in the morning and add more trains if and when they need it.
Depending on the crowds.

Anyway, I agree.
We need transfer tracks and storage tracks for ALL coasters!!!
 
Guys its 1 thing to ask for this stuff but you guys are not helping with HOW this would work with the game.
Im not 100% with all the different coaster types. So i wont blindly give a answer.
but what I do know is there is 2 structures possible to build in the game. Full Loop and Blocked Loop.

Full loop means 1 coaster starts and stops at the station no block sections.
Blocked loop means there a few blocked sections along the loop to allow multiple trains on the track.

How a transfer track could work in general.
Only 1 Transfer Track is allowed to be placed for the coaster to be valid.
It has to be this way for game logic to actually do guest calculations.
Ride checks Que Size - If Value is < value Then Extra car is released from storage.
- If Value is > value Then Extra Car is returned to storage.

These values will need to be set for each train you have on the loop.
Which means all trains will require a storage even if you only have 1 train on the track.

Controller-
because a switch can literally be placed any where on a track. This would create a crash if a controller is not attached to the switch model.
So 1 sold way to control this is by making a few designs where there is 1 brake run before the transfer track and Another after the transfer track. So we create a full stop of the train, then check for clearance before releasing the train through the switch. but we also need a third Fixed brake run as the Storage Block.
This design requires the Y to face away from the brakes or storage is parallel to the first brake section. If the track is not modeled this way the switch logic will brake.
Forward and reverse animations and flipped logic may need a "and gate" This design is more likely to brake.

Alternatively, we could use a side rolling switch track and have up to 3 or more attached storage blocks aligned. This design could be scalable storage. This would be a large model. but needed for game logic. This one would be best to start with honestly. Its more linier as it combines the switch and the brake run together. but you will still need a brake run before the transfer track to stop on coming trains.

I may add to this later.
 
The only ones that shouldn't have one should be shuttle-only coasters like Boomerangs.

The star loop and Momentum should have access to transfer tracks (especially the momentum) only if they have block sections.
 
To be honest I think it would definitely make coasters more realistic if transfer tracks were available and I think they should work automatically according to ridership. Say you have a coaster with three available trains but only one is needed the transfer tracks should be able to react to that and like dada pow was saying there should be a block section before the transfer track. And that should be able to react to then the transfer track is adding or removeing trains
 
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