Re: Six Flags Magic Mountain | Twisted Colossus | RMC Iron H
It will be interesting to see how SFMM creates protocol around train pacing, loading, and stacking.
Let's assume worst case scenario, that SFMM only runs two trains on TC. In this case, ride ops would have to hit just over a one minute load time in order for the train to be dispatched and sync up with the previous train's approach to the second lift hill (the shared video has around a one minute run time from the bottom of the first lift hill to the second lift hill, yet we can add a few additional seconds for the pre-lift trick track).
Should ride ops not hit that dispatch time, the trains would be out of sync, and not be able to race.
HOWEVER, as has been discussed in this thread already, should SFMM be able to employ variable chain speed with the lift hill (which they should), they could in essence use the entire second lift hill as a MCBR. That would mean a late dispatch of a train from the station could still sync up with the previous train, should the previous train be slowed to a creep up the second lift hill while the subsequent train goes up the first lift hill at full speed.
*Full Disclosure - this is all based on hypothetical assumptions, and involves no knowledge of TC's block braking design.*
This would especially be helpful when SFMM runs more than two trains, as a slow load time would most likely lead to the next train sitting in the final brake run. Rather than have the following train roar through the course, only to sit second in line in the final brake run creating a real stacking problem, let it slowly ascend the second lift hill to create a better chance of racing.
This is all super conditional with a lot of factors involved; pure and utter speculation on my part. If anything, categorize this under *roller coaster geek dream*. :wink: