Press each respective button on the orange 'panel' to activate each command. This simulation is made to be near identical to the operation of the real ride located at Cedar Point. F: Diagnostic's View **When a train is located in the storage bays, you can click the train to open/ close the restraints manually** Startup: 1) Power on 2) E-stop Reset 3) Ride Start 4) Lift Start To Dispatch a train: 1) Lock restraints 2) Close Entrance Gates 3) Press Dispatch (or press the space bar) and hold till train is out the station. 4) Press Dispatch or space bar and hold when dispatch button is blinking. This means there is a train waiting to come into the station. Adding a train: 1) Switch maintenance mode to 'Transfer' 2) Unlock Pins 3) Press and hold 'Move Table Left' or 'Move Table Right' until track pieces line up 4) Once pieces are lined up Lock Pins (if the pins do not lock, then the table is not in the correct position) 5) Press and hold 'Forward' if the ride and lift are turned on 6) Unlock pins and move table back to 'Run' position 7) Turn Maint mode to 'Off' *Note: If a train is entering the station, entering the transfer, or exiting the transfer (all the way until train engages the lift) the system will fault. Clearing Faults: 1) Switch ride mode to 'Manual' 2) Press 'Goto Errors' on panelview 3) Determine why there is an error an clear it 4) Press "Acknowledge" to clear. If it doesn't clear, the situation hasn't been resolved. If there are multiple faults, you must Fix and Acknowledge all faults. Faults: 1) Station Overtravel -- Train went to far forward when trying to park. 2) Ghost Train: Station -- System reads train is in station, but there isn't one 3) E-Stop_Main Panel -- E-Stop Pressed on main panel 4) E-Stop Transfer Panel -- E-Stop Pressed on transfer panel 5) Block Discrepancy: Lift Hill -- Train tried entering the block brake while it was occupied- E-Stop initiated 6) Transfer Table: Locking Pins -- Table pins attempted to unlock while train was moving onto or away from transfer table Block Reset: *This is when there is a "ghost" train in the system. The computer thinks there is a train somewhere when there is not" 1) Engage E-Stop 2) Turn Ride Mode to 'manual' 3) Press 'Goto Block Reset' on panelview 4) Turn Block reset on 5) Press flashing block reset light (to clear storage tracks- enable transfer mode)
*Anytime you switch ride modes, you will need to turn the ride and lift on again) This simulation is use-able, but I do not see it as complete. A few people have been asking what's next. I've been working on Twisted Timbers at Kings Dominion, but I'm making this extremely technical and is taking time and I have rebuilt this sim at least two times now. This (Steel Vengeance) operation simulation maybe intensive on some devices. Known Issues: **The "light" configuration is not working 100%. The idea is that a "button" will flash when it's ready to be commanded (ex. train is ready for dispatch) however, in some cases it will not illuminate. **The lift hill sensors on panel view are not in sync during some commands. Most noticeably after a train is sent to the lift from a storage bay. Change Log 10.20.2020 *When system has a fault- it will now trigger the ride stop/ estop/ lift stop functions. Ability to have a fault, but trains will come back to station, but dispatch is prohibited is still in effect. *Fixed issue with trains parking in storage bays, but not triggering sensors on track or panel view