I think that is veru much possible for the ride to do somewhat of a helix at the end, so instead of going in the brakes, it goes next to them and makes maybe a kind of oscelating helix like velocicoaster next to/around the splash plaza, and than go into the brakesDoesn't look too be enough room to do so imo, so I think the current layout will pretty much stick.
Insane first drop, ejector out of the non-inverting Immelmann, consistent strong floater on the outerbank with some nice whip on the inversion coming out of it, sustained hangtime on the dive stall, and STUPID ejector on the wave turn and final airtime hill.
I'm looking at the first drop as the best moment imo. I think it will be trimmed by the splashdown before the wave turn. No doubt these moments after will still deliver, but I don't think it will be as crazy as in that example.Based on the description in the video, I think whether or not the maximum negative g ends up being -1.8G hangs largely on how much speed that splashdown shaves off, as based on the creator’s description of forces in the comments, I think the low wave turn and final hill into the brakes packed by far the strongest ejector compared to the other moments in the ride.
In case you’re curious, their description of the element forces was as follows:
For what it’s worth, I’d say that the splashdown looked to shave off very little, if any, speed in the rendering. I’m unsure whether the speed will be trimmed more in real life or whether it might not be trimmed at all.
Been there and done that with @Nicky Borrill and can say from experience; I couldn't keep up with the ******* chaining Hyperion over and over!
Technical point: Thorpe haven't submitted anything to the council. They can, theoretically, do anything at this stage still.Although I also wouldn't hold your breath that the layout will change, because Thorpe have submitted the land area they want planning permission to change to the council. So afaik, they could only extend the coaster WITHIN the red box, which wouldn't really be doable:-
I think the Chessington one sets a good precedent for what to expect. I can't imagine there being many changes at all, let alone to the layout.I somewhat agree, although the Chessington coaster didn't change at all between the concept art and the submitted plans, which DO have to be taken as gospel afaik. So when we see the submitted plans for this development come
This is also true however. The main thing at this stage is that they need to show the high points and discuss noise impacts. With Chessington's coaster, it's a physically short piece of track. Fixing those high points, there was basically no wiggle room to change the rest of the layout.For the consultation the only parts of the layout relevant and need to be completely accurate will be the tallest parts.
The low parts aren’t going to be in view for the locals. So I do wonder if we could see some improvement on the layout towards the end.
Saw's layout change required planning permission and went in around May 2008, after construction had started. I don't think there was any doubt to it being approved, but that was a different scenario.Saw and Wickerman both had improvements made to their final layouts.
Technically not. The layout did not show all the inversions, but if you were to draw an overhead view of the layout as a line, the final layout and submitted layout would have looked exactly the same.Smiler’s layout ended up being different from the initial plans released too.
Plus that brake run looks very long I can’t imagine that being totally accurate.
I completely agree, for airtime, whip and forces this does look like a back row ride.I don't know about you guys, but looking at the rendering and the layout we have, this ride looks like it could be a back row coaster based on the types of elements on offer; I can sense the back will offer far stronger airtime and whip on the drop, and I also think the strongest airtime when exiting the Immelmann will be felt on the back if Icon's similar element is anything to go by.
I think it looks that way... If that drop rides the way I think it will, you're gonna want to be in the back to get ejected into that twist... The front will just slowly lower you into it.I don't know about you guys, but looking at the rendering and the layout we have, this ride looks like it could be a back row coaster based on the types of elements on offer; I can sense the back will offer far stronger airtime and whip on the drop, and I also think the strongest airtime when exiting the Immelmann will be felt on the back if Icon's similar element is anything to go by.
They've changed the queues now, so that you don't have to go all the way around when it's quiet... If only they'd done this that week?Been there and done that with @Nicky Borrill and can say from experience; I couldn't keep up with the ******* chaining Hyperion over and over!
Borrill by TKO in Round 8.
On topic though; of all things to be excited about, that shot of the lakeside plaza fills me with joy. Can't wait to take in that view!
This is NOTHING like the big one drop. The airtime on the drops of coasters like this, Hyperion, Mako, Shambhala, Zadra etc is caused by how steep the drop is, and how tight the angle at the peak of the lift hill is.I do wonder whether this ride could be very different on the front and back, as the elements that many are saying they think look like the ride's strongest (for instance, the drop) look as though the bulk of their airtime and possibly whip are situated towards the back. Do we reckon this will be like Wicker Man, where everyone begs for the back? (Although with that being said, I think Wicker Man is still a cracking coaster on the front, and it's far from the biggest difference between front and back I've ridden!)
Or could there be some elements that are preferred in the front, making the front an equally fine choice?
In terms of the drop; I know they're likely going to be very different rides to one another, but Big One's twisted first drop is not all that dissimilar to what Exodus will have, and I did notice that that had far more whip on the back than in the front. Admittedly, I still felt no airtime on Big One's drop at the back, whereas I imagine Exodus' drop likely will have airtime of some description, and the Big One's increased whip meant the drop felt excruciatingly rough on the back and I actually preferred the front for this reason as well as the increased sense of speed, while I imagine Exodus' whip will be far smoother, but the two drops aren't that dissimilar to each other!
Oh wow; that drop on the back will generate far more airtime than Big One's, surely?This is NOTHING like the big one drop. The airtime on the drops of coasters like this, Hyperion, Mako, Shambhala, Zadra etc is caused by how steep the drop is, and how tight the angle at the peak of the lift hill is.
This is the Big one
View attachment 14981
This is Zadra
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And this is the new coaster... (best shot we have)
View attachment 14983
That thing is going to try to yeet you from your seat so hard you'll feel like one of those stretch armstrong toys!!!
I mean Stealth is also centered around its speed and people are constantly in line to reride that...I don't want to sound disappointed, but i am disappointed, mainly because Thorpe have designed a ride that is only really centred around its height, and haven't thought about how they could use the speed effectively, and as we have seen from the countless recreations on Nolimits 2, the ride still has tons of speed going into the brakes.
Something i have learned being in this industry is that coasters get designed to lose speed at the end, not still have the same kind of speed.
Plus, i don't know if anyone has noticed, but this ride is bloody short.
I think it probably comes from before it was reprofiled... When it used to actually give you airtime...Oh wow; that drop on the back will generate far more airtime than Big One's, surely?
Seeing those pictures has also surprised me in that I didn't know that the Big One's drop started that shallow; I thought the drop was a decent 65 degrees? That peak angle must come further down, then...
Layout aside, I have a bit of an issue with theme. Considering we haven't seen exactly what this is, all that we know is that the ride is going to be painted white, but I can't help feel that it's going to be such a clash within that area of the park. Unless the whole place is redeveloped, including Saw, this thematically won't flow at all. Thorpe, let us be honest, doesn't have much flow as it is, but at least things sorta blend in a trash sorta way. This is just blanc plonk.