Park Open Time: The time the park (and this attraction) starts operating and admitting guests.
Park Close Time: The time the park (and this attraction) stops admitting new guests. The simulation will continue to process guests already in queues after this time until queues are clear or the simulation is manually stopped.
Number of Vehicles (Descriptive): This is primarily for visual context in a more advanced visual simulation; it indicates how many trains or ride vehicles the attraction might have. It's not directly used in the core wait time calculations in this version but can help conceptualize capacity.
Seats Per Vehicle/Departure: The total number of guests that can board one vehicle (or one "departure cycle") each time it leaves the station. This is a critical factor for the ride's overall throughput (how many guests it can serve over time).
Full Ride Cycle Time (s) (Descriptive): The duration of the actual ride experience for a guest, from the moment they are dispatched until they return to the station. This is mainly for informational context and is not directly used in the queue wait time calculation, which focuses on how quickly guests are processed *from* the queue *onto* the ride.
Interval Between Departures (s): How frequently a vehicle/train departs from the loading station (e.g., if set to 45, a vehicle departs every 45 seconds). This, along with 'Seats Per Vehicle', directly determines the maximum rate at which guests can be processed from the queues.
Priority Guests per Departure: When a vehicle is ready to board, this is the maximum number of guests from the Priority Queue that will be given preference to board in that specific boarding cycle, provided there's enough space on the vehicle.
Normal Guests per Departure: After Priority guests (up to their allowed limit for that cycle) have boarded, this is the maximum number of guests from the Normal Queue that will be allowed to board in that same cycle, filling up the remaining designated "normal" slots. The total number of guests boarded (Priority + Normal) in one departure cannot exceed 'Seats Per Vehicle'.
Normal Queue
Layout Parameters (Visual Only): Settings like 'Number of Turns', 'ZigZag Path to Checkpoint (m)', 'Checkpoint to Attraction (m)', 'Width of Turn Aisles (m)', and 'Spacing Between Guests (m)' are used to draw the 3D representation of the queue. They affect how the queue looks visually but do not directly influence the numerical wait time calculation or queue processing logic in this simulator version.
Peak Arrival (guests/min): The rate at which guests join the Normal Queue per minute during the defined peak hours of the day (e.g., if set to 30, an average of 30 guests will attempt to join the Normal Queue every minute during peak times).
Off-Peak Arrival (guests/min): The rate at which guests join the Normal Queue per minute outside of the defined peak hours (e.g., if set to 5, an average of 5 guests will attempt to join every minute during off-peak times).
Absolute Peak Start Time: The specific time of day (in HH:MM format) when the 'Peak Arrival' rate for the Normal Queue begins to apply.
Absolute Peak End Time: The specific time of day (in HH:MM format) when the 'Peak Arrival' rate for the Normal Queue ends, and the arrival rate reverts to the 'Off-Peak Arrival' rate.
Max Wait Before Leaving (min): If the calculated estimated wait time for the Normal Queue exceeds this specified number of minutes, a certain number of guests may choose to leave the queue (renege).
Number of Guests Leaving: If the 'Max Wait Before Leaving' condition is met, this is the number of guests that will be removed from the back of the Normal Queue during that simulation update tick.
Priority Queue
Layout Parameters (Visual Only): Similar to the Normal Queue, these settings ('Number of Turns', 'ZigZag Path', etc.) are for the 3D visual representation of the Priority Queue and do not directly affect the numerical wait time calculations.
Arrival Rate (guests/min): The rate at which guests join the Priority Queue per minute. In this simulator, this rate is typically assumed to be constant throughout the simulation day (e.g., if set to 2, an average of 2 guests will attempt to join the Priority Queue every minute).
Simulation Settings
Simulation Speed: This controls how fast the simulation time progresses relative to real-world time.
A value of '1' means the simulation runs in real-time (1 simulated second passes for every 1 real second of computer time).
A value of '500' means the simulation runs 500 times faster (500 simulated seconds pass for every 1 real second of computer time). This allows you to observe a full day's operation in a much shorter period.
Profiles
Profile Name: Enter a name to save the current settings. If left blank, the placeholder name (e.g., "Roller Coaster") will be used when saving.
Save Current Settings as Profile: Saves all the current parameters under the given profile name for later use.
Load Profile: Select a previously saved profile from the dropdown list.
Load Selected Profile: Applies the settings from the selected profile to the simulator.
Delete Selected Profile: Removes the selected profile from the saved list.
Important Note on Profile Storage: Profiles are saved directly in your browser's local storage. This means:
Profiles are specific to the browser and device you are currently using.
You will not be able to access these saved profiles if you open this page in a different browser, on another device, or in an incognito/private browsing window.
Clearing your browser's history, cookies, or site data for this page may also delete your saved profiles.
Normal Queue Wait Time Calculation (Simplified Explanation)
The estimated wait time displayed for the Normal Queue is calculated based on a few key ideas:
1. How many guests can the ride serve in total per minute?
This is figured out by looking at how many seats are on each vehicle and how often a vehicle departs.
Formula: `(Seats Per Vehicle / Interval Between Departures in seconds) * 60 seconds_per_minute`. Example: If a vehicle has 20 seats and departs every 40 seconds, it can serve `(20 seats / 40 seconds) * 60 = 0.5 guests_per_second * 60 = 30` guests per minute in total from all queues combined.
2. How much of this total service capacity is available for the Normal Queue?
The ride tries to board a mix of Priority and Normal guests with each departure, based on the 'Priority Guests per Departure' and 'Normal Guests per Departure' settings. The share of the total service capacity that the Normal Queue can expect is roughly proportional to its designated slots compared to the total designated slots for both queues in a departure cycle. Proportion for Normal Queue (approx.): `(Normal Guests per Departure) / (Priority Guests per Departure + Normal Guests per Departure)`.
So, the Normal Queue's effective service rate (how many guests it can process from its own line per minute) is approximately: `(Total guests the ride can serve per minute) * (Normal Queue's proportion)`. Example: If the ride serves 30 guests/min total, and settings are 1 Priority Guest and 5 Normal Guests per departure, the Normal Queue's proportion is `5 / (1 + 5) = 5/6`. So, Normal Queue effectively processes `30 * (5/6) = 25` guests per minute from its line.
(Note: The actual simulation logic is a bit more nuanced, processing guests in sub-cycles for each departure and always respecting the overall vehicle capacity. This explanation is a conceptual guide.)
3. Calculate the wait time:
The estimated wait time is then: `(Current number of guests actually waiting in the Normal Queue) / (Normal Queue's effective service rate in guests per minute)`. Example: If there are 100 people in the Normal Queue, and the Normal Queue effectively processes 25 people from its line per minute, the estimated wait is `100 people / 25 people_per_minute = 4 minutes`.
This calculation provides an ongoing estimate and will change dynamically as new guests arrive in the Normal Queue and as guests are boarded onto the attraction.