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Matt10

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Everything posted by Matt10

  1. Matt10 replied to Adam J's topic in General Discussion
    If you know how yo avoid bring thrown around it is far better then saw as especially through the last inversion the restraint throws you around in a more uncomfortable, uncontrolled manner then Colossus.
  2. Matt10 replied to Adam J's topic in General Discussion
    I would honestly say, that unless Colossus has got significantly rougher, it will be smoother then the smiler this year, because that ride was really rough on Saturday through the faster inversions, and failed to hold its speed well throughout like it used too...
  3. At least engineers were actually working on the second train after a testing problem....
  4. And it is more then just a thirty second loop....
  5. Matt10 replied to Dan_Rush's topic in General Discussion
    It was train 3, but they haven't painted the number back on yet, and it still has the names on the headrests...
  6. Its a problem they have as the audio to the park is set into sections and when iac was added, the music for that and inferno were not separated and added to the system properly do the general area will mainly play iac. What makes it worse, is with all the new audio for detonator and x, you would assume someone from the management would bring up the issue and resolve it.
  7. Matt10 replied to Artie's topic in The Past
    Considering how its been the last few years, it was genuinely surprising to see it on the ride line -up list, wasn't originally expecting it to be open for a few months yet...
  8. Matt10 replied to Ash's topic in General Discussion
    Stealth was constantly having problems with the new traction wheels and motors installed heading into unloading, pretty sure there were engineers in attendance all day. Colossus had scaffolding still around the station and base if the lift hill, in the pit under the cobra roll, and a footer was being replaced. Swarm had engineers intermittently working on it, and had a train sitting on the brakes all day, also seemed as if staff were clearing up the area a bit. Saw was fine really all day. Nemesis Inferno opened late on one train, but then went to two, ran fine but closed half an hour early. X was only on two trains, and I'm not to sure on the new audio, much prefer the old stuff.... Rush still having major mechanical parts being installed, crane present. Samurai, was just missing seat covers, so electricals are being sorted out. Loggers Leap was in the same state as the end of last year, bar the removal of the boats and the fencing being installed.
  9. Matt10 replied to Artie's topic in The Past
    I know before this the operator were pushing the ride a lot for a high throughput and when I was on it, I noticed the restraint locking/unlocking sound happened about 15 times before the ride raised (the blast of air) with nothing happening and I could see two pipes leading to seats in front dripping fluid out. As well as this about 15 mins from close I saw the operators go through Colossus as they were depositing their height check bars there and having a talk and that before going to the Colossus engineering warehouse.
  10. X

    Matt10 replied to Garyy's topic in The Past
    It is a stupid rule as it is, but on days when every ride is walk on and your in a group with an odd number of people, it really just gets annoying because you have to wait for another odd-numbered group to arrive... And why after all these years is it added now? Fair enough on busy days but on the quiet days, its just taking the mick.
  11. The smoke seems to have disappeared again recently...
  12. Matt10 replied to Phill's topic in General Discussion
    The primary reason is that it is in manual control. This meaning it follows a pre-set cycle with determined start and end positions. As the ride completes the cycle, it will vary every time slightly, more on a old one, meaning it is out of position so the computer tries to correct it at the end as in its mind the cycle will only be complete when its back right where it started. On a new model on a pre set cycle it would not matter as the ride itself would be a lot more responsive, and would follow the sequence with less errors due to better performance. Thorpe could change this and remove it from the pre-set cycle (the end position staying the same as the start) but it would be less reliable as it may end up lowering not a loading zone and engineers use this current method so they can easily identify which pod is which, so if there is a problem with lets say pod 1, when it comes around they no exactly where it is when it stops.
  13. Matt10 replied to Phill's topic in General Discussion
    Samurai will now be joining the group of rides that open at 11pm as in the last twenty minutes before close, they put up the ride opening and close times for tomorrow on it, and it is due to run between 11am and 10pm. It was also the last ride to finish operations today....
  14. Matt10 replied to Phill's topic in General Discussion
    How was your levelling, because when I was on it, it took 3 minutes to level and I have noticed that engineering are always walking around it and seem to be going up to the console every half an hour or hour....
  15. Matt10 replied to Phill's topic in General Discussion
    Same as before it closer, pretty tame.
  16. Matt10 replied to Artie's topic in The Past
    The way the message Sai it will be closed for the rest of the year, suggests to me they are intending to open it next year, but good to see samurai is back near enough....
  17. Matt10 replied to Artie's topic in The Past
    It may just be understaffing as for fright nights a lot more operators are required due to the extended hours, and if I remember rightly one person cant operate a ride for more then 8 hours by law...
  18. Matt10 replied to Phill's topic in General Discussion
    I would be worried about how bad the cycle its gonna run is....
  19. The operator really needs to update the time, because x is always massively over-advertised in queue times and never seems to be updated....
  20. Can anyone answer why x is on 20 minutes at the moment when every other ride is either closed or at 5 minutes except stealth on 10?
  21. Matt10 replied to Phill's topic in General Discussion
    Does anyone know if it has begun testing yet?
  22. Matt10 replied to Jack F's topic in The Past
    There have been posters in and around the outside of the park for about a month for actors...
  23. Matt10 replied to Phill's topic in General Discussion
    Depends on how much testing it needs to do through the engineers and if the operators have changed they need at least 12 hours on it before it can be run properly....
  24. Has been for months...
  25. Matt10 replied to Phill's topic in General Discussion
    Still in pieces but looks like it may be going up in the next few days or later today... Lota of engineers around it...

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