V2.1 doesn't line up

ApolloAndy's avatar
I noticed driving past SFMW, that V2.1 isn't in a straight line. The front "spike" is angled a little bit to the left.

Is this a train issue (which wouldn't make too much sense considering the impulses are straight) or was it just because of the walkway?


Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

nasai's avatar
Interesting... I never really noticed, but I didn't really look.

The Flying Turns makes all the right people wet - Gonch

might it be because the twist goes in a line around the rider's heart, giving it an off balanced appearance? never been there but just a guess.
ApolloAndy's avatar
No. The twist is actually off-line. The straight section at the top isn't lined up.

Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

A search would have shown that this was done because the ride was too tall for the building codes. For it's first season the ride did have two vertical spikes but the back one was shortened and the front one angled so that it would meet codes.
I'm guessing that ApolloAndy is aware of the changes made to the ride. What I believe he's pointing out is that the straight track after the twists does not line up parallel or in line with the track before the twists. It is slightly angled to the left.
AA, I'm *almost* certain this is because of how the front gate and all the ticket counters are positioned. It just turns a few degrees to the right (not the left) causing no changes to be made to the ground. I've always somewhat wondered this myself. In this picture you can see the slight path change, although that's the best I have online, there are some better ones out there.

That inline twist doesn't feel heartlined at all and pulls a lot of laterals, even a bit of headbanging depending on how fast it is running on that paticular day and what seat you sit in.

is there any airtime when you go back down the spiral spike? seems like that little dip would pop you up
ApolloAndy's avatar
Not much air. Really the twist is only that great when you stall in some weird position (which is a pretty neat experience).

I am fully aware of the original design and the reasons for the mod and the search function.

On the ride the spike veers left a little. From the ticket counters, the spike is to the right.


Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

Yeah, when you reverse into the spiral, you're going so slow and just crawling along, I don't believe there's any air at all.

Which is my big beef with the redesign. That flat section of track just really ruins the pacing, just slowly climbing half way up that flat track, coming to a dead stop, then ever so slowly slipping backwards into the spiral. It's really an odd portion of track, I think something more exciting could have been done instead.

Like my idea, where it would instead lauch into an Immelman, like the first inversion on Storm Runner, and twist toward Roar. Then climb a verticle spike in front of Roar, and fall backwards into the Immelman. Something like this would have been more exciting and better paced IMO.

ApolloAndy's avatar
The benefit to having the straight section of track so flat is that they can put more energy into the train without exceeding the height limit. If the stall is when the train is vertical, the center of mass of the train is at the height of the middle of the train. If the stall is when the train is pretty flat, the middle of the train is significantly higher up.

Of course, you're still vertical on the back spike, so I may just be talking out my butt.

I do agree that the flat section of track takes a lot out of the ride. They should've just had that whole section twisting all the way up...


Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

I like jomo's idea. I was thinking of a cobra-roll and just turning it onto a full circuit coaster. They could just scrap that picnic area (which is seldom used) and have the coaster soar over the midway and do some neat manuevers over there.

About the flat section....Ack! the bane of its existence. They could have fit another twist in there. Truly one of the more ho-hum moments on a coaster.


Fate is the path of least resistance.

ApolloAndy's avatar
I think it would be pretty darn exciting if it were complete circuit, but shuttled around the circuit backwards and forwards in different programs.

Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."

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