So, You Want to be an Imagineer Season 13: Get a Clue (Discussion Thread)

spacemt354

Chili's
0I0cJks.jpg
 

spacemt354

Chili's
Reposting in case it was missed ...for realism

The Resistance has fallen upon difficult times. With the devastation wrought by Starkiller Base, and the rumors of a new dark force rising throughout the Galaxy, General Leia Organa has turned to Bounty Hunters to help collect information of a most important matter. You are challenged to join these Bounty Hunters on this mission, to find the location of Supreme Leader Snoke.

This ride offers a new style of ride than what has been attempted before. It aims to offer a complete story using multiple ride systems, which the guest experiences in a random fashion. Before diving into the attraction itself, we will take the time to describe in detail the mechanisms and technicalities behind the new kind of theme park experience we have designed.

This concept relies on a combined experience of interactive queues, two separate ride systems (one of which is custom for this ride) to tell a larger story. The ride itself may be broken into 7 separate elements:

I. The Entrance Queue
II. The Coaster "Escape" experience
III. The Secondary Queue
IV. The Robotic Maneuver Automation System Arm (RMA) experience
V. The Tertiary "Choose Your Path" queue
VI. The Animetronic Moving Walkways, based on the path you chose
VII. Exit

Guests enter a single queue, which then forks at the coaster loading point. As the coaster cars pull into the single load station, they are switched out to one of three tracks. The rider does not know which, but it is a simple round robin, unless there is an operator override. From this point they are launched down one of three tracks, and exit at one of three stations. The cars are then collected back to a single track and make their way, backstage, to the unified loading station at the start.

From here, guests embark into one of three isolated, and unique, secondary queues, that are set to the tone and environment of the specific mission they are to experience. Here they board one of three separate and isolated RMA experiences, and upon exit are escorted into a tertiary queue (the Snoke "Choose your Path" queue), where they can again choose a new path, one of three Animetronic shows to end their adventure.

This concept provides 9 different experiences to be had, without modifying any parts of the ride or relying on digital screen technology and randomized projections (like Star Tours).

The one concern which needs to be addressed, from a functional standpoint of the concept, is how to keep the interior queues from clogging, and maintaining flow. This is easier than it sounds, and is based on the ride systems chosen and the ride design itself, and that the ingress and egress points, for the entire experience, are controlled (the Entrance Queue and Coaster, and the exiting Shows) to allow for minor bumps in crowds.

For example, the coaster run time is approximately 1.5 minutes. With a 6 train system, this gives it a throughput of around 2400 riders per hour, which is in keeping with other mad mouse style coasters operated by Disney (for example, Primeaval Whirl is 1000 riders per hour). This means that, 2400 riders per hour will exit the coaster portion, per hour, at one of the three exit stations. This means that the second stage ride and queue (The RMA section) need only accommodate 700 riders per hour, each.

This is not an issue, as even a low capacity style ride (take, Gringott's for example, an E-Ticket at Universal, it has a throughput of 750 riders per hour). Our design is closer, in theory, to the throughput of Forbidden Journey, which has a total throughput of 2880 per hour when running all three tracks (960 per hour, per track). So, as you can see, the secondary stage ride experience can easily handle the crowds issued it by the coaster section.

Furthermore, the final Animetronic "Show" experience is a moving walkway narrative where you "choose your side". There will be 3 moving walkways (for 3 different choices), each a 3 minute segment with capacity of 200 people, and at a capacity of 1,200 per hour per walkway. With 3 walkways, that's a total hourly capacity of 3,600 per hour. Easily enough to process the output from the secondary ride experience.

Additionally, these excess capacities for the secondary ride and theater sections means that if a portion of the ride goes down (one of the missions, either coaster or kuka, for example, has an issue with load / unload), the internal queues can still be processed through the other ride paths, so the ride need not completely shut down or stop. This variance allows for a total system flexibility that is unseen in current attraction designs that do not run multiple tracks..
 

spacemt354

Chili's
Guys. We understand what the prompt said, and what you were trying do accomplish. The reviews aren't meant to bash you or your project, and, frankly, they have been mainly positive, especially on my end.
It's not you, for me because you did mention the large chunk that we took to describe the realism.

I'm confused where Tiki is coming from.
 

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