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About Reality15

  • Birthday 10/23/1988

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  1. Didn't see it anywhere in the thread, but could someone tell me if there are bins or other areas to store a bag at Lightning Run and Thunder Run? Thanks!
  2. I'll gladly trade you our inverted coaster for yours. I'd much rather have an impulse than an SLC.
  3. I wonder if it would be possible for them to do two RMC Projects in one Season. I don't really see why they couldn't.... They've done a lot more than two every season if you count retracking projects. Even if you don't, look at this year with Goliath and Medusa.
  4. Has anyone ever liked any of the dorms that are actually out on the point? I've always heard horror stories. Not that the other dorms were that much better. The ability to wake up, shower, and be at my ride all in 30 minutes or less was amazing, actually. Cedars might not be the most luxurious (then again, neither were Commons), but you can't beat the convenience. I'm glad I moved to Cedars when I worked there, actually.
  5. I highly doubt they'd allow the marathon on such a low-capacity coaster in its opening (and probably most popular) year. You'd pretty much have to close the coaster for the day.
  6. It's something to do with groups, probably the performance groups (the yellow circle on the main midway is the typical performance parade path). http://www.cedarpoint.com/images/uploads/file/2013%20Choir%20Map(2).pdf There's a link to the 2013 Choir Map, which has a close-up of the main entrance and GateKeeper.
  7. Looks like Dragon Fire at Canada's Wonderland was left off the ballot, or am I just missing something?
  8. The park got slammed with a very windy snowstorm the end of last week, which means the cranes can't lift any of the steel.
  9. Depends on the speed they run them, but they have the same model at Indiana Beach and you can DEFINITELY snap those (though you're not supposed to).
  10. Hmmmmm... might have to go drive by tomorrow and see if there's any construction work going on. I'd put my money on either a Windseeker or another Surfside Glider like at Knott's, though it wouldn't surprise me to see something in the waterpark to help out capacity there.
  11. Yes, the ride experience is the same every time. The only part that changes are the four screens ranking riders' custom creations at the end of each section. Has anyone ridden it today or yesterday? We rode it on Saturday for a few hours when it first opened up and everything was working fine, but it sounds like later in the day some of the effects stopped working (syncing riders' custom cars to the sim cars, the burning tire smell at the semi, and the efficiency testing in general). Is everything working 100% again?
  12. EDIT: Moved my list to the first post. PM me if you're interested in a trade!
  13. A little late in the game posting this, but I'm actually kind of hoping Disaster Transport finds a new home at another Cedar Fair park. The ride is still in great operating condition from what I hear from op friends, it's just in sitting on such prime real estate for the park to really make an awesome statement at the front gate. I'm hoping they can move it to one of the smaller parks and it will see many more years of operation. I'll also take the time to throw my name out there for the Final Dispatch event. I've missed out on a lot of the previous ride closings (last one was White Water Landing), but Disaster Transport holds a close place in my heart as being the coaster that broke my fear way back in 2001. If anyone would like to donate to a great cause, I'd more than appreciate any donations you could send my way. https://www.firstgiving.com/fundraiser/jonroost/finaldispatch1
  14. There's a lot of talk about Maverick's block system here so I figured I'd chime in. The only time a rollback can happen in the tunnel is in the event of a power failure or ride/E-stop when the train is mid-launch. This is the ONLY time a rollback will occur. If the block ahead is not clear (called the "Pre-Waiting" block") the train will stop in the tunnel before the start of the launch. This is different than the lift, as the lift requires the train to pass that same "stop" point in the tunnel, and it is possible to send the train from the "Pre-Lift" block before then (possible as soon as the previous train crests the lift). The train in the tunnel does not adjust where on the track it launches, it launches at the same spot (start of the magnetic launch motors). It cannot roll to the end of the tunnel slowly, it's actually a 20 foot incline from the start of the launch segment to the point the launch disengages, against very power magnets... not possible. The difference you might be feeling is from the kicker wheels before the launch. If the train is too slow or completely stopped heading into the launch, the kicker wheels will engage resulting in a boost of speed to hit the launch itself. During normal operation, the kicker wheels aren't felt. (If anyone has a question about my source: I worked the ride in 2007, so I'm familiar with both the operations, the block system, the programming, etc. I know that ride like the back of my hand)
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