I have so many thoughts.
Addressing guest illness - this problem plagues almost every other coaster out there. Someone gets sick, ride shuts down. Yes it could be addressed if they did a sliding station, but it's not really a serious issue considering this is a problem 99% of coasters in the world have
This is a problem that faces all of the world's
single-station coasters. On most dual-station attractions, this is NOT an issue. Mack has sold SFGAdv one of the few dual-platform setups that DOESN'T mitigate this issue. That's worthy of significant criticism in my opinion.
Addressing loose articles - GAdv has a pretty strict no loose articles policy. Just have metal detectors and free lockers under the station. Problem solved.
Yes, that addresses one possible incident that can delay a load/unload cycle but there are many, many, MANY others that will cause delays. I have some examples in my earlier post, but there's a near-infinite number even if you completely remove loose articles from the equation.
That leads to dispatch windows - I've never had any major issues with GAdv and their operations on 90% of my visits. I've had a few stints where the ops took a bit longer to check on some of the park's supporting coasters, but the ops at Nitro, Toro, Devil, KK and Flash basically rival Knoebels operations most of the time.
You have a far higher tolerance for lines than I. I contemplated suicide watching some of the worst operations I've ever seen at a park during my visit last fall. There are always good crews and bad crews, average crews having good days and bad days, unique issues plaguing specific crews or specific rides on specific days—whatever—you get it. I'm not condemning the crews. Parks don't pay enough for them to care. It's a nearly-industry-wide-issue.
THAT SAID, EXACTLY BECAUSE we live in a world of mediocre-to-bad ride operations, parks and manufacturers should be designing rides to aggressively mitigate that however possible—particularly when you're designing a new flagship coaster for a major park serving some of the largest metro areas in the entire country.
To have not done that is abominable in my opinion.
So why not implement a sliding station like Freeze?
More moving parts? Moving parts are more prone to breakdowns and reliability issues. The park probably isn't as comfortable with a chance that a sliding station may cause downtime in the future
More expensive? There's a good chance it would probably cost the park more to install the sensors and stuff required to do a sliding station vs their current setup
R & D? Perhaps a station setup like that isn't in development. I believe Mack has experimented with switch elements, but not a switch track station yet. If the park needed this coaster sooner, they'd have to go with whatever's already in the catalog
I can grant you all of this. I believe the costs and R&D (especially given the coaster's delay) would have been VERY well worth it, but even if I accept that it wasn't, that brings us to this question:
They could go with a track switch element - something more tried and true, but what if there isn't enough space to add that? What if extending the launch track just adds more to the cost that the park cannot spend?
For which I refuse to accept these justifications. The park had all the space they wanted. The site is HUGE, the property is HUGE, there were ZERO space constraints when designing this thing. We already know the track layout was changed vs the off-the-shelf model for SFGAdv because of the addition of the slight turn to keep the tower near the Ka tower site. There's absolutely no way in hell it wasn't feasible to use a simple Y-switch with two independent platforms. Given how prevalent Y-switches are on coasters (and frankly how common dual platform Y-switch coasters are), we have absolutely zero reason to believe that setup is more expensive than what Mack designed here. In fact, given how few conjoined-track sliding stations exist, I think there's probably a good cost/operations reason we don't see them more—almost certainly because Y-switch setups fall somewhere like this in the options list:
Cost & Complexity of Implementation:
Y-Switch < Conjoined Sliding Track < Independent Sliding Track
Real-World Capacity Uplift:
Conjoined Sliding Track < Y-Switch < Independent Sliding Track
Area Usage:
Conjoined Sliding Track < Independent Sliding Track < Y-Switch
Assuming this analysis is correct (very open to counters!), for a park with no real estate constraints, you would NEVER pick a non-independent sliding track setup and yet, that is what Mack/SFGAdv has implemented here.
TLDR: the park is just working within the constraints they're given and a sliding station doesn't fit within those constraints. There's probably a good reason why a sliding station had only been implemented on a handful of coasters when there are far more coasters with dual load setups.
But what are those restraints in this situation? I'm so baffled by this. It's a wide open, flat, plot of dirt.
Nah. There's just no way this can be chalked up to ineptitude or lack of funds.
You're just super wrong here. This industry is routinely braindead. Many years ago I used to make this mistake. I would assume malice or deliberate neglect in questions that can be explained by stupidity and disinterest. In this industry, I've learned it's almost always the latter—particularly on the buying-side of the equation. Many parks don't really know what they're buying, don't even have the knowledge required to ask substitutive questions of the manufacturer, don't understand any of the details of whatever is going in, and, in the case of these chain parks, park-level concerns like operations may not even be taken into account at all. Even at parks that seem to be on the more-competent-than-average side of the chart, you would be flabbergasted to hear some of the stories I've heard.
Every bit of this can be explained by ignorance and ineptitude on the buying side and "cost optimization" on the seller-side.
I was allowed to pick my row on Flash when I rode it last year after a two hour wait. You just have to ask nicely. The grouper just must have not liked you. I can't imagine why.
Must be nice. Waited over an hour to be assigned the middle of the train. I try to be the nicest, most friendly guest staff members encounter in a day and there was absolutely zero wiggle-room to negotiate with the grouper at Flash. Luckily it was Flash and I didn't care THAT much. If I'm forcibly assigned rows at Great Adventure's 2027 coaster, I'll be pretty livid though.
If you ask me I would say the extra moving parts are probably the big concern. If something goes wrong on one side you're stuck running one train ops instead of the desired two trains with this setup. Yeah the flip side is that if something goes wrong then the entire ride goes down but less moving parts = less chance of failure. I have a feeling the amount of time and money needed for Mack to design that station setup for one ride was just not worth it for Six Flags in the end (especially with the increased risk of being at half capacity).
Sure, but all of this is an argument for an even cheaper, even more simple Y-switch, yeah?
hopefully as the season goes on they can consistently get the loading train ready to go before the other train gets back to the station.
I sincerely hope this as well, but if history has taught me anything, it's that these chain parks don't care about the speed of their crews and in a few years time, once the absolute best, most passionate ops have been pulled to some other, flashy new ride, we'll be left banging our heads against a wall watching incompetent operations slow this thing to a crawl.