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Scooby-Doo Spooky Coaster fire and lighting effects

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  • Reanimated35
    Reanimated35

    You have to run really fast to get to the top of the superman top hat.

  • The ride does weigh each train before dispatch automatically along with wind speed to determine just how fast to actually launch the train. It ranges really from around 98kph to 103 - 104kph depending

  • or maybe... they're getting laserier and laserier sorry that was really bad wast it

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Whilst the sims really entertain me, I find the coaster ones amusing because of how many controls they have when in real life there is literally 2 buttons in many cases to run these rides :)

For coasters, wouldn't there be at LEAST 3?

1. Harness lock release (should be two separate buttons) - auto locking harnesses would only need a release button though

2. Gate open close (usually a two-way lever, but can be a button or two)

3. Dispatch

4. E-stop

Most of the coaster controls in the sims have those core functions which are mainly the ones needed to play - it's only the additional maintenance breakdown showcontrol lights etc that add complexity... Such as the multi-switchtrack on Cal Screamin'.

Well Scooby has 2, one switch for gates, one button to dispatch.

The unload advance is a other person so that's still one button isn't it.

Out of curiosity, does anyone have a track layout for scooby with a guide as to how much of the building it takes up?

This was previously on the Mack Rides website:

post-2117-0-65400400-1405756285_thumb.gi

You won't get any more accurate than that plan as that is definitely the cad plan of the ride.

You won't get any more accurate than that plan as that is definitely the cad plan of the ride.

Well Scooby has 2, one switch for gates, one button to dispatch.

The unload advance is a other person so that's still one button isn't it.

Yes, but on a sim controlled by one person, that would still put the count at at least 4 (gates, dispatch, unload advance and e-stop), and the gates are a two way switch... (i'm sure there'd be a spieler button somewhere along the line also)

  • Author

Technically Scooby has 2 unload buttons :P It's a dual dispatch to send to the load platform :P But close enough... all of those controls shown in the simulators basically are what the supervisors would use when controlling the ride in manual compared to day to day Automatic.

I've attached a rough copy of what the Scooby Doo Spooky Coaster load console looks like.

Station stop is used when a staff member is having to pass something through to the unload dock or having to step into a car to prevent anyone from dispatching. This can be initiated by either Load, Unload or the Supervisor but can only be deactivated once all 3 mushroom buttons (one at each of the 3 OCC's) are released and the supervisor resets it.

Car 1, 2 and Fault are not physical buttons but flashing lights that will flash if there is a fault (or station stop activated, in which the door opens between platforms automatically for a station stop, but NOT a fault), and the car lights will flash for each respective car until they are locked sufficiently.

Track Crossing is for when a staff member needs to cross the track in front of the station to the load side of the platform, it activates a light on the control podium and above the window where the main control panel is (a small green dot) to give staff the all clear. This can only be turned off by the supervisor, but switched on from either OCC. I did forget to put a flashing light that is "Must Send" which basically means that the loader needs to send a few empty cars to clear a backlog in the main ride.

Back in the day when the ride actually ran with all 18 cars on the circuit (normally runs with 13 - 16 cars now) this light would almost constantly be flashing, and if a backlog is not cleared up in time the ride would basically crap itself and 10-7. Most of the time it would only be a minor delay with the female voiceover going off... but more than often if it was really bad the ride would e-stop and the male voice over would go off... and the ride would then be evacuated.

Obviously the MOCC (Main Operator Control Console) has much more buttons, such as manual control of each zone... the lift, turntable etc. These would not be used in normal operation, and only used in the event of a fault generally. The scooby supervisor really doesn't need to actually do that much apart from watch the monitors, the loader and unloader have full control of the attraction.

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Edited by Spotty

  • 1 month later...

Scooby Doo has new lasers. 2 have been replaced and then they have put 2 on the floor under the existing (but replaced) 2 (totalling 4). Also the red LED Strips are gone. The camera connected to the screen in the queue has had its censor burnt from the lasers and these hurt your eyes (unlike past lasers)

Whilst the new lasers are bright they are approved entertainment lasers for audience scanning and do/can not 'hurt' your eyes.

They may annoy them by being bright but they are not doing any damage to them.

Whilst the new lasers are bright they are approved entertainment lasers for audience scanning and do/can not 'hurt' your eyes.

They may annoy them by being bright but they are not doing any damage to them.

Out of curiosity do you know the wavelength and output on them by any chance?

^ How do they look?

It looks good. If they added fog again it would be awesome

Whilst the new lasers are bright they are approved entertainment lasers for audience scanning and do/can not 'hurt' your eyes.

They may annoy them by being bright but they are not doing any damage to them.

Yeah i work in the AV industry. I was just putting out there not to look straight at the beam and they were a lot brighter.

A suggestion to not look at them cause they are bright is VERY different to saying they hurt your eyes.

Please don't be misleading in your statements if you are 'in the AV industry' and know better.

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