SFGAm Deja Vu Vallies Again

Kick The Sky's avatar

Actually, I was thinking about the problems in this ride myself and came up with another possible solution. How possible would it be to, during the offseason, add another twenty feet to each tower. This would give you enough speed coming out of the first drop to catch the catchwagon on the second spike whatever the weather.

Again, just a thought. I don't want the minimum three swear word though if you flame me.:)

-----------------
Bob Hansen

A proud CoasterBuzz Member

"So you think your'e really brave, gonna see the DEMONS cave.
You silly dude, your'e only food, for the DEMON"

The train doesn't go to the top of the tower, and besides, I think there are trim brakes to slow it down even more...

-----------------
Did you know that 1 in every 5 American teenagers believes that the US declared its independence from FRANCE???

Duh. Remove the trim brakes. And adding twenty feet would be much more expensive because they would need a two whole new cable systems.

-----------------
Arrow Engineer: "Well, we just tested the prototype Suspended with an inversion and the car broke off the stick thing. We plan to reuse the stick things on a future prototype called a 4th dimension."

JoNo...the trim brakes are there to help in stopping the ride from slowly coming to a stop, rolling back and forth if it does valley...Believe me, the brakes are NOT operational during a standard run.

-----------------
Le roi est mort. Vive le roi.
Thanks Great America!

You mean they designed the thing with valleying in mind?

Though, come to think of it, I don't recall hearing the trims in action during the ride.

You know, Boomerangs have trims too, and they dont do anything either.

-----------------
Arrow Engineer: "Well, we just tested the prototype Suspended with an inversion and the car broke off the stick thing. We plan to reuse the stick things on a future prototype called a 4th dimension."


JoNoJ27 said:
You mean they designed the thing with valleying in mind?

Belive it or not they did, there are no trims during the ride. I never even realized that they designed the ride with valleying in mind. Even though they did design it with valleying in mind though, they didn't plan for it to valley in between the cobra roll and the loop because there are no brakes in between there.

-----------------
Deja Vu Count = 25
CoasterWorld


*** This post was edited by CoasterDude316 on 8/19/2002. ***

BullGuy's avatar
Kick The Sky, while that would seem like the perfect solution, I believe the ride already pulls a high number of G's (4.5) at the bottom of both spikes. The ride was just poorly engineered, and unless they come up with some oddball solution (see SFMW's V2) I think they will just have to live with Deja Vu's problems. :(

-----------------
Thank You for challenging TOS: The Ride. We hope you enjoy the rest of your day, here at SFCB.

*** This post was edited by BullGuy on 8/19/2002. ***

rollergator's avatar
but, if the spikes "turned gradually" from the vertical orientation, the g's would be reduced......then you COULD increase the speed safely......but really, I've never been much a fan of the CR anyway, so I'd go with TWO verticals and a tophat-type "connector".....that's MY kind of ride!

Rollergator, I understand your point about the "gradual turn," but please clarify the rest of your post. It doesn't really make sense to me.

The ride rocks when it works.

-----------------
SFGAm: 1)DV 2)V2 3)AE Blue 4)Viper 5)Bull


rollergator's avatar
Bull fan, Cobra rolls are OK, nothing great IMO...but, if you took a vertical loop...then went into a tophat a la Chiller:Batman, where you do a quarter-spiral on the way up, then invert on the inside of the tophat, you could do another quarter-turn on the way out....now facing the station, do another vertical loop and up into the second spike......then, since it's a shuttle, you do it in reverse.......the only problem I can see with this idea is that from a distance, it would look somewhat "not so family-oriented"....;)....but I would enjoy it, sort of the best of DV and Chiller, combined....
Raven-Phile's avatar

CoasterDude316 said:

JoNoJ27 said:
You mean they designed the thing with valleying in mind?

Belive it or not they did, there are no trims during the ride. I never even realized that they designed the ride with valleying in mind. Even though they did design it with valleying in mind though, they didn't plan for it to valley in between the cobra roll and the loop because there are no brakes in between there.

-----------------

The ride itself isn't actually designed around it valleying. Those brakes between lift 2 and the loop in case something happens with the 2nd tower. All boomerangs have this. For instance, lift 2 either A.) doesn't catch at all or B.) catches but releases early. As bas as Vekoma may be, that was smart. If the lift has a problem, those brakes will catch the train before it hits the loop. Ever pay attention to a boomer or a super-invertigo and hear the brakes close when the train hits the lift? When the train reaches a certain height the brakes slam back open, then the lift disengages. In essence, you're right about it being designed around a valley, but those brakes are there to protect the base of the lift #2. Much like the station brakes, they act the same way.

--Josh



I have the perfect solution! A bomb!

-----------------
Arrow Engineer: "Well, we just tested the prototype Suspended with an inversion and the car broke off the stick thing. We plan to reuse the stick things on a future prototype called a 4th dimension."

LOL! Did SF actually pay Vekoma for these rides?

You must be logged in to post

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