Inversions that are *technically* not inversions

I was observing that on some coasters, on certian inversions, the train does not fully invert on a flat track, it is on a "tilt". The next time you are near a B&M sitdown with a cobra roll or diving loop, watch it flip upside down. It appears as if the train dosnt invert 180 degrees, but about 170. I dont want to start up a huge argument, but isnt the definition of an inversion "any track that flips/rolls at least 180 degrees"? If this is true, why arnt overbanked turns considered inversions, and why are slanted/tilted loops considered inversions if they are at a 45 degree angle? Just look at, say Batman knight flight or medusa. The cobra rolls are executed in a way that your feet dont go all the way over your head, but kind of tilt off. The opposite could apply to millennium force, or the Hammerhead of Nitro. Both are at a 122 degree angle, and arnt considered inversions. If medusa has a 170 degree flip, couldnt that be an overbanked turn?? Its real confusing but i just wanted to get it out...
The Mindbender at SFOG claims to have a third loop but it does not go upside down.
M-Force's overbanked turns turn you farther over than Mantis's inclined loop, and yet, they call the inclined loop and inversion and they don't call the turns an inversion.
-------------
"Villain-Once You Drop, The Fun Don't Stop!"~SFWoA Rules In 2001~X Marks The Spot In 2001(SFWoA)~With SFWoA ANYTHING Is Possible!
MF's overbanks take you to 122*, Mantis's inclined loop takes you to 135*

-------------
"The KKK took my baby away, took her away, away from me!"
The inclined loop on Mantis actually makes it over to 160 degrees or a little more vs. 144 degrees for the overbanked turns on MF.

If we start worrying about small amounts short of 180 degrees, we would have to check every vertical loop to see if it's slightly canted so that the angle of the track never gets past 179.5 degrees and isn't a perfect inversion.
As someone said, "Wether they're called inversions or not, they're decided by the designers & park management."

As for Beemers, they're designed that way, around the heartline. This is why they're so smooth. Look at a Vekoma Boomerang, it's more or less exactly halves of a loop joined to half corkscrews. As a result, you get slammed from side to side.

I had the same questions, check it out; http://www.coasterbuzz.com/forums/thread.asp?ForumID=11&TopicID=4693
Barrel rolls on flying coasters. you don't go upside down.
I liked someones idea of an inversion being, if the train stopped then, would your weight be on your harness or feet more? Even though its not techincally correct, for a normal person it fits.

-------------
We are the keepers of the sacred words, Ni!, Peng!, and Nuuuuuwwwom!
I think the reason why they call those rolls on flying coasters inversinos, because the track inverts, rather then you.

-------------
What is life with out coasters, geniuses, and/or SFA
Ok, for information on the degree of bankings on MF and Mantis, look at the Cedar Point website http://www.cedarpoint.com I've seen 122 degrees for MF and 144. Get the figures straight! Yikes! :) BTW, it is 122 degrees for MF's turns.
-------------
Shawn Bailes
110 Drumline
http://ohiodrumline.tripod.com/main.htm
...but not for all three of 'em. :)

-------------
Matt Lynch
Co-Webmaster, Kennywood Boulevard
http://kennywood.coasterbuzz.com
Three? I was sure there were *four* overbanked turns
1. Right-handed turn after the 1st drop
2. Right-handed turn onto island
3. Left-handed turn off of the island
4. right-handed turn into brakes.

I *know* 1, 3, and 4 are overbanked and I'm pretty sure 2 is as well.
jeremy
--Who prefers the 'wraparound' turn on Mr. Freeze anyway
I believe 1,3,4 are 122, 2 is about 100 I think.

Jman

You must be logged in to post

POP Forums - ©2024, POP World Media, LLC
Loading...