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rcjp

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Everything posted by rcjp

  1. Kiddie SLC! What's worse seeing hades 360 becoming no 1 in the next wooden poll?
  2. I know this might even sound like something the GP said but am I the only one who thinks that launches that lead directly into inversions (especially the ones where the train travels at low speeds) are always a bit of a risk as they are more likely to stall upside down than any other ride? This is obviously something extremely rare but I would say most situations where it has occurred involved launches failing (sirocco and the chiller). I guess there are rides that don't have these problems as the trains travel relatively fast through the inversions, like the Mr. Freezes and Hulk but ones like yolocoaster where the train kind of crawls through the top of the loop have an increased risk (I remember seeing a video of a yolo-rollback where it wasn't that far from stalling). We all know rides are extremely safe and the probabilities of something like this happening are tiny but I keep thinking that it is interesting that designers take the risk (even though very very small).
  3. Probably the only thing Premier could have done to avoid situations like this while maintaining capacity would be to have the train launching just after the station rather than from it, but then that would take up more space (not that much, though, just about the length of a train)
  4. I was watching a POV of Skyrush and then I came across with this: and also: Yeah, because this even has a launch and everything, just like maverick.
  5. Waiting four hours and then hearing the ride is closing due to technical problems. What's worse than not having a single decent theme park in your country?
  6. ^^ It's not just discomfort, it is great pain (at least to me) and I don't think it is about the gap either as they tighten during the ride and still provide pain. I think it is about two things: their position (should be further back, closer to the waist as it has been said that if you slip forwards a bit the pain will go away) and their shape as the part of the restraint that actually holds you is pretty small. Naturally, if the ride had fewer Gs they wouldn't be as uncomfortable but if these two things were changed it could be comfortable and intense at the same time, which would, in my opinion, make it the best ride ever.
  7. I think it has to do with the position of the train in the station as well as the queues that lead to each row, at least that's what I heard someone saying about the one at SFGAm so I'm not sure.
  8. ^I'm not really into flats rides either. In fact, I've never been on a top scan, top spin or any of those rides. I tried maxair at CP and really liked it but, apart from that and drop towers/S&S combo towers there's not much I've been on.
  9. ^OMG! It's going to be like super rough with all those bolts hitting the wheels!
  10. Possessed - Dorney
  11. Looking forward to seeing what B&M can do in the family coaster business.
  12. ^Given that the structure for the dive loop is still wood, I'm guessing it will take longer so maybe it'll start going up first.
  13. ^Skyrush raises a very important question for me, which is how didn't they realise those restraints would be so painful. I don't know much about the designing process but shouldn't that have been clear? Back to lightning run, looking very cool. I really am looking forward to see what Chance can do with this type of ride?
  14. ^And also means it shouldn't be floater but ejector!
  15. ^Oh I forgot the pretzels. Only been on one but it was very intense, on one of my rides I tried to lift my head out of my headrest to see if I could do it but there was just no way I could!
  16. That does make sense. Still, I'm not sure if it was exactly the case as all their coasters were reasonably intense, and so that would mean they wanted to build all of them less forceful but because of imprecisions the came out with nice forces. And, if so, they would have realised, after their first rides, what the relation between their calculations and reality was which would mean they would have been able to build them less intense. That is a valid possibility, just not sure if it really was the case.
  17. Wow that loop is going to be bigger than I though! That's why this ride looks so awesome, so many terrain changes and interactions with other rides.
  18. Humm.. I have a few: Kingda Ka's launch and entry to the top hat (in the front): the wind feels like it's going to tear your face apart and I love how you see the top hat coming really fast and then pull a lot of Gs going vertical; Dragon Khan's zero g: it is so fast you get thrown around you're seat in zero gravity and then it's all over in a very short time; BTR's corkscrews (font or back); Pretty much every moment of skyrush: the first drop is insane, you start going down and get some air and then when you think that's it the train reaches maximum steepness really fast and you fell like you're going to be ejected out of your seat; both big airtime hills and also the small one give insane negatives; the stengel dive also provides great air if sitting in the left and is very twisty; the twisted airtime hill combines awesome air with back snapping laterals; the first two turns are also incredibly intense as they pull so many Gs, and you know they are because you almost go 90 DEGREES. (even the lift is the most "intense" I've been on).
  19. ^I guess that means they had better finishing this quickly and I'm also thinking if the first drop will fit in the image or not.
  20. Well I'm sad to hear this and I too wonder how someone could fall from a spinning coaster like this (although I've never ridden one). Fortunately it doesn't seem to be very serious (right?) and I hope he recovers well.
  21. Sex and the City
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