Hourly Capacity Data

Andrew25

Well-Known Member
Is there any sort of formula that could easily yield an attraction's THRC?

(3600 / # of seconds it takes to dispatch ) x # of Seats Available on a Single Vehicle

There's actually no need to take the duration of the attraction into the formula to get the "theoretical" hourly number.

To get to a more realistic/actual result, I just take the block section interval (fastest they can actually do in dispatches) and then increase it by ~20% to account for slow loading, issues, etc.
 
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MisterPenguin

President of Animal Kingdom
Premium Member
(3600 / # of seconds it takes to dispatch ) x # of Seats Available on a Single Vehicle

There's actually no need to take the duration of the attraction into the formula to get the "theoretical" hourly number.

For my wait-time calculators, I just take the block section interval (fastest they can actually do in dispatches) and then increase it by ~20% to account for slow loading, issues, etc.
🤓 Umm... technically, if they were asking for the THRC, you don't factor in slow loading or empty seats or thunderstorms.

;)
 

Tom Morrow

Well-Known Member
I know the exact numbers for two attractions:

Tower of Terror:
Each side, with two load shafts operating and the max four vehicles online, can dispatch every 90 seconds.

(3600 / 90) x 21 seats per elevator = 840 x 2 sides = 1,680 riders per hour as the theoretical max.

Expedition Everest:
54 second dispatch interval with the maximum five trains online:

(3600 / 54) x 34 seats per train
(66.67 rounded to 66) x 34 = 2,244 riders per hour as the theoretical max.
 

Rodj

Well-Known Member
I know the exact numbers for two attractions:

Tower of Terror:
Each side, with two load shafts operating and the max four vehicles online, can dispatch every 90 seconds.

(3600 / 90) x 21 seats per elevator = 840 x 2 sides = 1,680 riders per hour as the theoretical max.
When were these numbers determined? Lots of factors that can affect this such as the extra few second delay before the drop sequence starts(~3 seconds on Foxtrot side & ~1.5 seconds on Echo side).
 

Tom Morrow

Well-Known Member
When were these numbers determined? Lots of factors that can affect this such as the extra few second delay before the drop sequence starts(~3 seconds on Foxtrot side & ~1.5 seconds on Echo side).

That's the theoretical max in a perfect simulation of the ride.
 

Tom Morrow

Well-Known Member
Was this with the original drop sequence or with the current Tower4 drop sequences?

From what I understand, the dispatch interval has always been the same and the actual ride length has never changed. With the older sequences that had less drops/lifts, you spent more time at the bottom of the drop shaft watching the ending projection screen before the elevator backed away, and/or a longer pause before the drop/at the top. Now, all movements are rapid, pauses are short, and when finished it backs away as soon as the lift is level and the doors behind the vehicle are opened. So the time spent in the drop shaft has never changed. Since it didn't change, the ride time remains the same, thus the dispatch interval remains the same.
 
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hopemax

Well-Known Member
The easiest thing is to watch and time the rate a ride vehicle is launched.

E.g., for GotG:CR, once I can see the trains dispatched, I time them. Most times they're launched every 30 seconds. If there's an issue with loading, it may take 45 seconds. The shortest I timed between vehicles was 25 seconds.

At 25 second intervals, that is 2.4 RV/min. And that is a theoretical 144 RVs/hour.

Each train holds 20 people, so, that is a THRC 2,880 PPH.

Now, can they possibly go faster? I dunno. That depends on the longest 'block' of the coaster. Can't launch faster than that, since you need to clear a block before the next train can enter that block. And you can't theoretically determine that without knowing the length of each block and the RVs' speed.

If you're looking for the THRC of a particular ride, just watch POV videos of the ride which show the RV launches and time them.
This is a beautiful THRC. More of this, please.
 

WaltWiz1901

Well-Known Member
The easiest thing is to watch and time the rate a ride vehicle is launched.

E.g., for GotG:CR, once I can see the trains dispatched, I time them. Most times they're launched every 30 seconds. If there's an issue with loading, it may take 45 seconds. The shortest I timed between vehicles was 25 seconds.

At 25 second intervals, that is 2.4 RV/min. And that is a theoretical 144 RVs/hour.

Each train holds 20 people, so, that is a THRC 2,880 PPH.

Now, can they possibly go faster? I dunno. That depends on the longest 'block' of the coaster. Can't launch faster than that, since you need to clear a block before the next train can enter that block. And you can't theoretically determine that without knowing the length of each block and the RVs' speed.

If you're looking for the THRC of a particular ride, just watch POV videos of the ride which show the RV launches and time them.
(3600 / # of seconds it takes to dispatch ) x # of Seats Available on a Single Vehicle

There's actually no need to take the duration of the attraction into the formula to get the "theoretical" hourly number.
Thanks for the advice/formula! I'm finding them particularly handy for when it comes to dark rides, coasters, and similar.

Do they apply to determining the hourly capacity for a flat ride (like a "round ride") or simulator (like Star Tours or Soarin') which goes through its ride cycle or showtime between dispatches, too?
 

MisterPenguin

President of Animal Kingdom
Premium Member
Do they apply to determining the hourly capacity for a flat ride (like a "round ride") or simulator (like Star Tours or Soarin') which goes through its ride cycle or showtime between dispatches, too?
Yes. Count each re-start as a 'launch.'

If they start the ride and it goes for 3 minutes and then takes 2 minutes to reload and restart, then that's one launch every 5 minutes.

Then that's an hourly launch rate of 12 times per hour.

And if the ride can hold 20 souls, that's 240 PPH.
 

Rodj

Well-Known Member
From what I understand, the dispatch interval has always been the same and the actual ride length has never changed. With the older sequences that had less drops/lifts, you spent more time at the bottom of the drop shaft watching the ending projection screen before the elevator backed away, and/or a longer pause before the drop/at the top. Now, all movements are rapid, pauses are short, and when finished it backs away as soon as the lift is level and the doors behind the vehicle are opened. So the time spent in the drop shaft has never changed. Since it didn't change, the ride time remains the same, thus the dispatch interval remains the same.
This wasn't the case though (or at least for the duration it spends in the drop shaft). I timed each version from when it starts to when it starts to back out of the drop shaft, here are the numbers I got as an approximation:
Original Tower1: 31 seconds
"Tower1.5": 32 seconds
Tower2/Twice the Fright: 39 seconds
Tower3/Fear Every Drop: 51 seconds
Tower4: 49 seconds (From 2003 before there was any delay)

There may be differences in time with other parts though, for example in 1994, there was more time spent in the show shaft compared to 1995/Tower1.5.
 

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