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Posted

My only comment I can submit is that we have to remember how the maintenance/ ride-operators control the ride. Park operators and maintenance departments can vary on how they "control" how much brake to use on its coasters (and can often modify the computer programs to suit their operational needs/requirements). For example, if a park has 3 train operation and want a high-ride capacity they may choose a softer/harder brake cycle to keep the "flow" of the ride in check.

 

Some ride operators can often times have a block set-up and/or manually control the brake themselves (pushing the trim/saftey brake button on console); one example is Nessie/BBW. It can also vary from manufacturer of the ride itself. I have experienced this on some of the rides mentioned above posts (which would also indicate they have a much higher parts turnover because of the general stresses and wear-items that occur more frequently on them). Even the brake pads themselves are changed more often.

 

Most all of the current coasters use a block system and each brake run contains proximitity switches that determine the speed of the train(s). Each mfg. suggests the recommended speed for that brake zone, but each individual train has its own characteristics in how fast/slow it moves. If a train enters the brake run too fast, an alarm (control panel) may sound and the computer sends a signal to the braking valves to slow the train at a greater (harder) rate, or just stop it completely.

 

I've worked on mostly Arrow-coasters and their brake system uses the proxi-switches (a set of 4 in-a-row is often called quad-sensors) and activated by the knife-blade unit (metal-to-metal contact along the sensor). If a train is going faster than the computer-cycle is reading, more than likely the brake valves will either stop the train entirely, or perform the "heavy-braking".

It took about 4-5 months to fine-tune the LNM and BBW (BGE) to ensure that most customers wouldn't get the 'whip-lash' effect as well as keep our parts costs down.

In reference to the Cal-Screamin' they use a different QE (quick exhaust) valving system that forces their brakes to work in an unusual manner. One factor on the ride is the speed of the trains and the amount of energy they need to dissipate as it nears the ending of the ride. I'm not quite sure if they use some set of magnetics to pre-slow the train, but it didn't appear they do from the videos I have seen. In fact, the valve-system componet itself failed and that caused the train on the C-S at Disney to crash. They modified the unit and had a TSB (tech-bulletin) in Oct. '03.

Sometimes if there is a ride/coaster with sever braking, ask for a manager and explain the hard-braking issue to him/her and they could possibly inform maintenance that it causing people to be injured. It never hurts to ask them and in most cases they will follow-up on it. Because a park doesn't like those lawsuits claiming whiplash.

Link: (and TSB bulletin):

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Posted

The ones I immediately thought of are Ninja (SFStL) and Mantis (CP). I would have to say Mantis's are worse, but Ninjas are a close second....

 

▒▒▓▓▓░░░░Weeee»»»»»»»»»»»»»»»WAM]

 

-Justin "I like to use the Alt symbols" Seabaugh

Posted

An innocent-looking coaster, Roadrunner Express, is actually quite painful on the brake run from what I observed. I saw countless innocent kids and mothers heads suddenly shoot forward and then slam back.

Posted

Goliath at 6FMM. The train goes from 55+ MPH to a complete stop at the MCBRs. IMHO I actually think it's the continuing momentum from the riders being thrust forward that carry it on it's way into the twister section of the ride.

 

If you don't have your junk properly arranged. It can be rather painful.

 

Guy "Junk meaning peas and carrots." Koepp

Guy "Peas and carrots meaning your fishing tackle." Koepp

Guy "Fishing tackle meaning your John Thomas and the twins." Koepp

Guy "Oh hell! I'm talking about your dick and nuts!" Koepp

Posted

^ You mean the jumblies? What's really on your mind?

 

Sean (ECZenith) beat me to SROS at SFNE, but I'll add two more. I found Comet's brakes at Hershey to be kinda sudden, and I also had a surprisingly quick stop on SFNE's Thunderbolt last August. It really sticks out in my mind because it was so different from most of my experiences on T-bolt.

Posted

Pretty much any Schwarzkopf Wildcat model...a lot have warning signs about how sudden they stop.

 

I saw someone comment on Raptor's stop, it doesn't really stop quickly, it's just that the last turn is so close to the brake run that the laterals slam you into the headrest when the breaks engage.

Posted

GASM at SFOG- really surprised the heck out of me the first time I rode it. I expect some steel coasters to stop on a dime, but not usually a woodie.

Posted

The Maurer Söhne Wild Mouse coaster in Wiener Prater. It has multiple sharp stop-and-goes at the end.

 

Thundercoaster @ Tusenfryd has a pretty quick stop aswell.

 

Wild Train @ Erlebnispark Strasswalchen as it comes screaming into the station.

 

None of these are really painfull though.

Posted

It isn't so bad anymore but the brakes right out of the helix on the SooperDooperLooper were really bad. You go right up the hill and the brakes slam on. They're still pretty bad but nowhere near what they used to be.

Posted

I happen to enjoy the insane stops certain coasters provide. It just gives the ride a wham bang kick your ass finish that just knocks the wind out of you for a second. A good ending for the pastime that is the 'roller coaster'. Sharper the stop, the better.

Posted

Ninja at SFOG man we ride it last week and the brakes at the end, man! They stopped so hard that the whole thing shook and you go flying into the harnesses.....I thought the ride was about to fall apart.....

Posted

Screamin' Eagle at SFSTL used to have a prettly abrupt stop, but thats changed since they got that new control system.

Posted

Most Macks brake way too abrupt.

From mice to indoor coasters.

 

And the Caripro batflyer at Plopsaland. 5 or 6 brake "elements" at the end, but only the first is used...from about 20 mph to 0 in only a few feet. Go see the Blackpool ~ Steeplechase video featuring Robb and his you know. Then imagine a much much more violent brake.

 

And finally Loup-Garou (Belgiums Vekoma woodie) and Tonnerre de Zeus (Astérix) could do with a smoother stop as well.

Posted

It seems like most Arrows are really harsh during set-ups or stacking. When I worked at the Adventuredome they were really adamant (sp?) about us not stacking because it hurts when coming into closed ready brakes at the end of the ride.

 

Another sharp stop used to be on Lightning Bolt, the Intamin/Arrow mutated coaster that used to be at MGM Grand Adventures Theme Park. There was a wierd, unbanked turn between the trim brakes and the final ready brake. When stacked, that second train would slam into the last ready brake sending you not only foward, but also to the left...very painful.

Posted

The Rattlesnake at chessington,

 

This is the only ride at chessie I have never been on and for one reason!

My friend said he went on it and on the brakes he got maaajor whiplash!. So much so that when he rolls his neck around it clicks!!

 

Posted

FLASHBACK AT SFMM!!

 

I know that anyone who has riddin this can attest to this. The very last break run..well actually break stop! Just as you come out of the helix you instantly come to a full and complete stop!! One second you are havin fun flying through the helix next thing you know the back of your brain ends up at the front of the train! It's is pretty damn disorienting if you dont expect it! You start thinking WTF just happened???

Posted

Gwazi at BGA has this weird high-speed unbanked turn before the break run... it hurts a bit.

 

I think that the ride that gives you the best expression after you stop is Viper at SFGAm. The ride is just long enough where after you stop, you go "dang..."

Posted

Anything Vekoma really, besides that Wildcat at Cedar Point is terrible, the ride ops actually tell you to hold on so you dont get hurt, i love the ride .

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