The attraction not coming up at all today kinda scares me. This would be the first time it’s done this and I don’t remember this every happening to Gringotts. Also it was running last night fairly well after the storm passed. So not sure what the issue could be.
Long time reader, first time poster :wave: figured I might as well dive into the deep end here...
I was on the first train out after the storm and it valleyed at the spike. This was after they had been cycling for 45-60 minutes with empty trains. After a minute or so it slowly backed us into the cave, where we sat for another minute. Offered a reride, so circled back to load and it went down. Start of first ride to end of second was about 50 minutes. Met some friends entering the line at 8pm who had ruby passes - they got off at 9:20. This was through multiple stops, starts, empty trains, work lights on/off - it definitely was not running well.
It's a fantastic ride and is in the running for best in either park, but this thing is really struggling.
1) Track switches are a big deal. If you were to override the control system and dispatch trains 10 seconds apart on almost any coaster, it would not be safe but an accident would be very unlikely. Dispatch trains 10 seconds apart on Hagrids and you derail the trailing train. Tight blocks on a coaster with switches is a recipe for problems that gets compounded with...
2) No staging blocks at the beginning of the coaster. Mummy and Gringotts both have switches - but they also have a holding block per side at the beginning of the coaster. The ride is fed vehicles at the rate it can take and there's also a buffer in the event of a slow load. As opposed to...
3) Continual load/dispatch makes sense on paper but not in reality. Yesterday evening someone fell on the moving walkway so they had to stop it - 60 seconds of that and the delay cascaded back into the ride and down it went. I doubt it's easy to decouple the load platform/vehicle speed to turn it into a traditional station, but having that many trains locked in Omnimover style is a problem.
I see there's a dead horse emoji and not that this is news to anyone, but there are some pretty glaring intrinsic flaws that need to be sorted out (didn't even touch upon LIMs that have to fire probably twice as frequently as any other launch coaster). Without any additional investment or extended downtime, the solution may just be 5-6 trains.