I'm not sure I'm going to articulate this well, but I keep wondering if it has a Test Track problem.
Once the ride was built and open, there wasn't a way to permanently fix the problem without ripping out the entire track and starting over, so they just patched it as best as they could. Hence, it still breaks down on a regular basis.
My quasi-inarticulate uninformed speculation: I'm wondering if it's something like that, where the timing between the various elements has to be close to perfect, and one thing going wrong and/or falling out of sync drops the whole system for safety reasons. If that were the case, any one section/element being out of whack for one reason or another would affect every other section/element. Every element would have to be re-initialized back to its A position, then verified to make sure it was working properly. Even with the staff they have on hand, it would theoretically take an extensive amount of time to go through and verify.
I think you articulated that just fine. This, though, is the beauty of the trackless system. There is no physical track, just positioning beacons. The only physical coupling of the vehicle to the attraction is the tires on the floor. So the track itself can be reprogrammed in software.
Now, I get that there are timing elements and that you can't have one pair of cars get too close to another pair of cars, and you don't want a car colliding with a show element like the big cannons. But, because they are not on a physical track, the software can be adjusted to slow the progress of the cars in flight and delay sending a new car until spacing has been restored. That is part of the benefit again of the trackless system - there is no track and each vehicle is decoupled from the vehicles in front of or behind it. A robust system should be able to adjust that on the fly.
And that's where I get stuck on the reset as well. I get that there may need to be a visual inspection on various elements to determine whether A mode is good to go or B mode is needed. But really, if I'm building an attraction in 2019 with however many millions of lines of code this thing runs...I'm going to include a reset subroutine that puts everything back where it needs to be, allows me to do the visual checks, and get on with my life.
I believe the attraction was delayed because of the trackless system, and I think I read something about wifi issues with how the vehicles are connected and moved throughout the ride. I’m guessing it’s that combined with the safety concerns and failsafes mentioned by
@brightlined that causes the ride to reset zone by zone, which would explain the 60-90 “reset” time
So this makes a lot of sense. If a vehicle stops responding, that is going to bring everything to a grinding halt. That's why some of my conjecture above was about charging. But if it isn't a charging issue, and it is really just about vehicles losing their connection to the attraction and not knowing where they are or what they should be doing...that again is mostly software with antennas and transmitters as hardware. I could see 60-90 minutes being needed to take a vehicle out of service that loses its way near the middle of the ride where it is difficult to manually get the vehicle to wherever they maintain those things. When that happens, they gotta turn on the lights in that part of the building, and everybody who is behind them gets evacuated, and that takes time as well. But, I have to believe that they put a reset button on each vehicle that reconnects it with the network and, barring a mechanical failure, get the darn thing moving again.
I guess it is possible that they built this state of the art attraction and used 1990s physically connected ride vehicle logic to program it, but somehow I don't see that happening. I mean, you guys have seen stickman and stuntronic, right? WDI knows the bleeding edge and how to use it effectively.
I guess part of me is just hoping that a lot of this is just software bugs that will get worked out over time, and not some hardware issue that is embedded in the floor and will require a massive refurb to fix.