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paulm12

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  1. I am wondering the same thing. I want to go early next week and am hoping it will be open then. I'm guessing they are waiting on a part of something; the ride has had notorious downtime throughout its history. It wouldn't be very smart for them to close it down purposely during one of the busiest times in the season. LA school district starts up again on August 25th-ish iirc, so if they were doing anything planned I would assume they would have waited until at least then. I'm doubting they have it closed to being construction equipment in or anything; they haven't even announced what they are putting in.
  2. This is great news! I hope GCI continues to make great rides and has a huge list of projects, though. My favorite roller coasters always seem to be by them. Ever since Thunderhead (and its awesome reception), it seems like they've focused their coaster designs on speed and that out-of-control feeling. It's really something special; no other manufacturer has captured that feeling IMO. Rather than focus on airtime or size, they make their designs exciting and more twisted than Timothy Young from Saw III, which is different than most manufacturers out there, and perhaps more adventurous in the long run. I'd hate to see GCI cut back or stop their awesome designs/projects altogether. However, I have faith in the team that both companies will be able to create awesome rides, whatever they may be. Perhaps they'll even work together on some projects; who knows? Good luck !
  3. Pleasant Surprise: Apocolypse at SFMM! Looks can be deceiving; it was one of the first rides I went on at SFMM in 7 years, and it looked like a small, warm-up sort of ride! Man was I wrong! The thing felt fast and out-of-control, and it really caught off guard. I love bringing "new" guests to the park and telling them it's my favorite ride, watching them be like "whaaaaaat," and then watching their reactions on it. The thing is tearing across the first turn before the actual drop, and when the "real drop" hits, my ass is off the seat the entire time. Good fun. Another pleasant surprise was Flight Deck at CGA. I was expecting it to be a forceful B&M like Batman, but I'm not a huge fan of Batman for whatever reason, so I wasn't expecting to "really" like it. The pacing was incredible; there were some moments of airtime, the inversions were fabulous, and the dip to the helix at the end above the water was marvelous. I loved it! Unpleasant Surprise: Green Lantern at SFMM. While I had had some relAtively "mild" rides on it before, I was totally unprepared for one ride I had on it. Everything was fine loading, until two super-fat ladies crowded the group in front of us once we had loaded the car on the other side. We were face-up the entire way up the lift, and the rest of the ride was so painful I would rather not remember it. The ride felt like it was grabbing ahold of my balls and forcing me into various contortions and flips, and the restraint locked against my thighs by the end of the ride quite painfully. It's interesting, I feel that everyone else loves the ride, but since then it's been painful every time.
  4. A bit disappointed on length, but still looks pretty fun. Just out of curiosity, how long do you experts think it is? I was going to guess 4200 feet, but I'm no expert... When the train stopped for the backwards launch, I was like "wait there's track ahead here, watch it just go back part of the dive loop and come back to be relaunched". Granted, the backwards launch seems a bit gimmeky, but is still pretty cool as it continues into the next launch. I believe they could run 3 trains, depending on whether the first launch is out of the station or not. It's a nice addition to the park, and I'm excited to ride it.
  5. Am I the only one laughing at the color names? Read them: Track: Azure Blue (dark blue) and Strata Blue (light blue) track Train colors: Sunset Gold, with Zenith Gold, Meteor Gold and Orion Gold accents Anyone who thinks a ride is going to have a capacity of 1700 PPH and go "backwards" yet still be full-circuit as stated in the description...SMH The most they could do for that is turn the cars around some 10-20 years, pulling a six-flags "WE MADE A NEW RIDE (we just turned the cars around)." I'm actually going to let that sink in for a moment; a backwards wing-rider. On a like note, 1700 PPH?! B&M is always known for making "capacity whores", but that's really impressive nonetheless.
  6. Wait, it goes backwards?! Crap! On a serious note, this looks amazing. Its long, fast, and seems like it has some decent airtime too. And the double-keyhole thing is like the icing on the cake. Magic Mountain, announce your stuff, dammit, you're getting owned!
  7. I'm super excited for NL2. Here are some features that I would want to add though. Many are already planned/complete, but here they are anyways. Some of these are more ridiculous then others, and I do NOT expect ANY of these to be in the final NoLimits version (except for some of the coaster styles). Coaster Styles: 4D, B&M Flyer, Dive Machine, Swinging Suspended, Wing Rider, Timberliners, ZacSpin cars, drifting coasters Also, an easy(ier) way for people to make their own cars and import them. Reference pieces of track via 3ds models for example. Ole said he wasn't sure how to do prefabs. If I was him, I'd try to make it so they are "separate" types of track pieces then the regular ones (i.e. they don't have verticies except on both ends), that way they couldn't be screwed up as easily. Also, a build-in prefab editor would be nice. Right now, putting in prefabs is a pain on the @$$, as it often screws up a lot of track before it (this is the same in scream machines by the way). A WYSIWYG-type prefab placer seems crucial, so you could automatically "see" which peices would go where, and their relative size. Perhaps a "new" track piece could be lead-in, which automatically creates a connection and updates smoothing/banking between two track pieces (including prefabs), without altering the pieces it is placed between. For example, if you had a 180 degree turn from a brake run into a station, by changing the piece type of the curve to "connector", it would automatically smooth itself to make sure both the station and brake run were still straight, but they "flowed" into each other smoothly. More Ride Statistics: including numerical values of overall intensity, excitement,dizzy-inducing-ness, etc, just so its relative to other tracks. Locking Pieces: Perhaps an option to "lock" verticies, so they couldn't be changed, only moved. Maybe also an option to lock their position as well Scaling Elements: Let's say you have a turn, but you need it to be wider. Perhaps you could select the vertices making up the turn, hit transform, and then a box would come up letting you rotate,/scale/skew the selected track. I guess it would function much like photoshop in this sense: Scenery Integration: Ability to use a grid system to place 3ds objects/3d models or align them with the track. "Easy Edit" mode: a mode for beginners form RCT who can just string together prefabs without having to worry too much about complex hearlining and forces. "Ride Wizard" mode: select a coaster style, a list of elements, max g-force, height, length and type (twister, kiddie ride), and the program will build a rough overview of a coaster. From there, things could be edited to be more smooth. Or perhaps even a random-all button (aircoaster for iphone does this). Online Browser: If anyone here has ever played Garry's Mod, I believe they have something called the "toybox." Basically, its a window in the game that allows people to download (temporarily) any user-created thing uploaded to the toybox servers. Its pretty much a cloud service for the game. It would be nice if tracks, prefabs, etc, were done in the same sort of fashion; from straight in the game you could ride tracks w/o having to download them permanently, and rate them on-the-go. This could also be great to have a voted "track of the week," that everyone can see and download on the front page. Of course, if you're offline, any you haven't downloaded wouldn't show up. Other random ideas: create a custom soundtrack to be played either synced to the ride or unsynced to the ride. Particle effects/ride trigger points for animations (like you add a trigger much like a support, and link that trigger with whatever animation/particle effect) Prefab supports/normal supports that have collision detection. Align side-view camera to a track piece's axis (so if you were building a loop at 45 degrees relative to the top view, you could easily edit it sideways without having to guess too much) Be able to start "ride" at any given point and loop it. Transfer Tracks that function as lifts/tilts/freefall sections (like th13teen or whatever its called) G's viewable in editor window. Separate Sliders for visual wear-and tear and overall track bumpiness Share/save color schemes for cars and tracks More station buildings More lift types (cable, fat chain, covered chain, magnetic lift) Dual stations Weather Effects Adjust friction for specific pieces 1st person mode (where you "walk" around the queue/on the track) More then one track on map/ability to sync coasters to each other On-ride photo piece (doesn't actually take pictures using webcam or anything lol) Waterfalls and fountains and such Build a car (choose type of car/base car, type of restraint, type of seat, etc.). Nothing crazy, but you could change restraints on certain cars for example More launch types (LIM, LSM, Magnetic, Air/hydraulic, water-launch ). RCT import (if legal) NoLimits 1 backwards compatibility (unless its difficult) NOTE: I've included a picture as an attachment of an idea for the browser for stuff. When you have a lot of tracks or prefabs, it is nice to have some way of organizing them. Here is a suggestion for just prefabs, but tracks could be done somewhat the same.
  8. Hopefully they'll have soft runs this weekend. And why are people doubting the fact that they will open the ride on time? Tim still isnt done hearing crap about the last "pile of dirt," I doubt he'd make the same mistake twice
  9. I guess so...thats a hell of a lot of gravity on one body, but from the tales of nemesis, i think its safe to say it pulls a helluva lot more than 3...
  10. Does anyone else see this new GCI having a generous amount of airtime for its size? I'm speculating the ride goes around 44-5 MPH and is about 2300-2500 feet long. It sure looks awesome though!
  11. Holy Sex! That is gorgeous! I'm definitely anxious to hear more reports about this ride; I've been following it since it was announced.
  12. That makes plenty of sense, and explains why Ninja is apparently less thrilling than both Gold Rusher due to the park maps. Otherwise, SF needs to get their priorities strait.
  13. Only at SFMM is the worlds fastest and tallest drop ride a "moderate thrill"
  14. Both Mr Chillers and Speed: The Ride were 200ft+ tall. Superman: Ultimate Flight at Discovery Kingdom will be 150ft. Whoops, I meant bigger as in more sprawling/larger overall area. Your right though. Also, I've wondered about the color of the ride. At first i thought blue track & supports, then green, however there are already quite a few green rides in the park. Then I thought it would be red (racing theme maybe?), but, once again, there are quite a few red rides as well. Right now, I'm putting my money on a deep purple track & purple/black supports, but what do I know... Finally, does anyone else think there might be another sort of gimmick to the ride that we don't know about? Every single major roller coaster installed in the park since 1990 with the exceptions of Goliath, Flashback, and Apocolypse has incorporated some new train/track design, whether it be floorless trains to 4d trains. I'm doubting a wing-rider thing, but maybe a sort of staggered seating or something like that. I mean, this IS six flags. Come ride the *longest* roller coaster in North America seems pretty un-sixflags. The gigantic loop thing-kinda, but I don't think the GP would consider that any different from whatever we have now. Usually it's new (as in refurbished), height, speed, drop (steepness or length) or first of for six flags.
  15. This new 2013 project is sounding pretty cool to me. I don't want to get my hopes up too much, but this certainly sounds feasible in terms of what the park needs to balance out its listings. I'm surprised Mack hasn't been mentoined too much around here for possibilities on who would build Full Throttle (if its even going to be built). TBH, Intamin seems like the most likely canidate for building a ride with the proposed statistics (multi-launch, bigassloop, long), as Premier hasn't really experminented too much with larger, longer rides to my extent of knowledge. I mean there's always a place to start, but one usually doesn't start with everything if you catch my drift. I'm a little surprised that this coaster has (an) inversion(s), it seems to me like they would be building a non-inverting ride due to the large amount of inverting rides previeously built. I'm hoping for some good airtime, too. Finally, i can see this ride becoming something like a gigantic Maverick, with the spouting water jets and such. Also, the lake near mooseburger lodge where you can see gold rusher seems like a nice place for a bigassloop Paul "Take the (monerail out of) the tunnel" m12
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