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Lunar_

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  1. Like
    Lunar_ got a reaction from Inferno in Park Operations   
    Happy to say that operations were absolutely night and day to this on Inferno today. All the hosts running to check restraints and the operator was doing the "this train will be leaving in 30 seconds with or without you" constantly. Didn't see a single train stack, and the posted 120 minute queue took just over an hour! 
  2. Like
    Lunar_ got a reaction from JoshC. in Park Operations   
    Happy to say that operations were absolutely night and day to this on Inferno today. All the hosts running to check restraints and the operator was doing the "this train will be leaving in 30 seconds with or without you" constantly. Didn't see a single train stack, and the posted 120 minute queue took just over an hour! 
  3. Sad
    Lunar_ got a reaction from JoshC. in Park Operations   
    Echoing what others said about operations on Inferno. This evening the dispatches were so slow (often 3-4 minutes) that we assumed it was on one train (it wasn't). At one point we even saw Hyperia, which obviously is on one train, go round twice in the time it took them to dispatch the train once. There were only 2 staff checking harnesses in the station but even so.
     
    There was a row batcher in the station, but they were just telling people to go to any row they liked so trains were still going out half empty. All of this combined meant the advertised queue time of 25 minutes took around 55 - the queue wasn't even out of the cattlepen right in front of the entrance.
  4. Like
    Lunar_ reacted to Coaster in Hyperia   
    I can think of a few examples where parks have kept/built up more trains than they need; up until 2020-ish, BPB would always have 3 trains in the station for Big One and 3 for Avalanche, even though those rides have not operated with 3 trains for well over 15 years in both cases.   I guess this is a slightly different case in that the rides were both designed for 3, but the park were still making more trains serviceable than they needed.  (Sadly this has stopped now - and as a result both run with one train much more often).
     
    Also, the Roller Coaster at GYPB has 3 serviceable trains even though it very rarely runs more than one at a time.
     
    Perhaps it comes down to whether a longer coaster with the ability to run 3 trains would have been ideal - then, if one was out of action, there would be 2 available by design.  I take onboard that buying a 3rd train without being able to run it would be expensive, but I do hope they are able to find a fix of some kind as the situation now is far from ideal.
     
     
     
     
    I wasn't suggesting Thorpe had increased the Fastrack capacity; but more that it's likely that more people bought one to avoid the four hour queue, and going by the 60 minute Fastrack queue time, it did not seem that Thorpe had taken any measures to reduce the capacity to factor in the 1 train.  Therefore, they could have potentially sold more than usual despite not literally increasing the number of available Fastracks.
  5. Like
    Lunar_ reacted to Matt N in Hyperia Speculation and Construction Thread   
    If anyone's interested, I decided to have a bit of fun this evening and cobble together a rough Planet Coaster recreation of Hyperia to gauge a rough idea of the sort of forces and speeds we might be hitting through some of those elements.
     
    I'm aware that the profiling and such aren't perfect, and as such, I'd take some of the exact g-forces with a pinch of salt (for instance, I don't think we'll be pulling 5.6G at the bottom of the dive loop...), but I built the large elements to roughly the same sort of height as they will be in real life (lift hill 236ft, Immelmann 157ft, large outerbank 164ft, dive loop 137ft, small outerbank 65ft, final airtime hill 48ft), so I think it should give a rough ballpark idea of speed in particular. I hope you like it!
     
    Here's a POV and some cinematic shots of my creation:
     
    And if you don't want to watch the video, here is the heatmap of vertical g-forces throughout the ride:

    As well as the heatmap of speed throughout the ride:

    And the stats of the ride:

    And just for fun, here are some shots of the layout in the day and at night:


    In terms of speed and forces; I think it paints a very promising picture! If my recreation is at all accurate, it suggests that we could be absolutely flying through the Immelmann, with the ride maintaining a speed of nearly 50mph even at the Immelmann's highest point! The other two large elements maintain speeds of 35-40mph at their highest points. In terms of trimming in the splashdown; I erred towards the more fierce end of the trimming spectrum and went for a deceleration rate of 4m/s2, which reduced the speed by 10-15mph. And even then, the outerbank and final airtime hill still appear very potent, with negative g-forces of nearly -1G still being registered in both elements! So overall, then, I reckon Hyperia could pack some brilliant g-forces throughout and hold its speed really well!
     
    I hope you like my recreation! I have to say, this has also reminded me just how much fun getting stuck into a good Planet Coaster build is... I really need to get back into Planet Coaster, as I haven't really had too much time for it as of late and it shows. I haven't updated any of my ongoing park projects for the forum in nearly 2 years!
     
    If you'd like to play with my recreation yourself, here's the Steam Workshop link where you can download it from: https://steamcommunity.com/workshop/filedetails/?id=3113374891
  6. Like
    Lunar_ reacted to PCCDN in Hyperia Speculation and Construction Thread   
    Pretty cool how clearly you can see the inversion from Staines Lane. Just walking to the site now to take some pics. 😁
     

     
     
    EDIT: Extra track piece going in 
     

     
    This part's gonna be so weird but thrilling 🤩

     
    Other piece going in now 
     

     
    Slowly but surely
     

     
    Final photo before I post the rest. They positioned originally but then took it back down after. Looks like they're securing it into place now. 
     

  7. Like
    Lunar_ reacted to PCCDN in Hyperia Speculation and Construction Thread   
    Better late than never. Here are more photos of the site.
     

  8. Like
    Lunar_ reacted to Matt N in Worldwide Operations/Throughput Timings Thread   
    Hi guys. I don’t know about any of you, but one thing I personally like doing at theme parks is timing ride throughputs and observing the operations on rides. With this in mind, I decided to make a thread for like-minded people who are interested in throughputs and operations to share their throughput timings and operational insights from parks around the world. Whether your timings and operational insights are from Chessington, Europa Park, Six Flags, Cedar Fair, Oakwood or anywhere else in the world, I’d love to hear about them and I’m sure many others would too!
     
    My reason for deciding to create this thread is because I have some throughput timings and operational insights of my own to share. Currently, I’m coming towards the end of a trip to Florida, so I thought I’d share some of the throughput timings and general operational insights I was able to log at Islands of Adventure, Universal Studios Florida, SeaWorld Orlando and Busch Gardens Tampa.
     
    For various reasons, I could not time throughputs quite as comprehensively as I would normally like on this trip; things like metal detectors and themed queues obscuring sight of the rides at Universal and queues that were often too short to get a comprehensive average at SeaWorld and Busch Gardens meant that I had to rely more on chance occasions where I was standing within eyeshot of a ride at Universal in particular and as such, the averages are often based on lower amounts of dispatches than the 10 I normally aspire towards. Nonetheless, here are some of the throughput timings and general insights I was able to gain from Universal Orlando, SeaWorld Orlando and Busch Gardens Tampa.
     
    Islands of Adventure
    Flight of the Hippogriff (Theoretical: 993pph on 2 trains) - 951pph (2 trains, 12th June 2023, average of 3) Note: I did not ride this, but I got a good vantage point from the queue line of Hagrid’s. Hagrid’s Magical Creatures Motorbike Adventure (Theoretical: 1,700pph on 12 trains) - 1,617pph (unknown number of trains, 12th June 2023, average of 10) Incredible Hulk (Theoretical: 1,920pph on 3 trains) - 1,138pph (possibly only running 2 trains (as I did not stack, which I didn’t think was possible on 3), 12th June 2023, average of 4), 1,608pph (unknown number of trains, 21st June 2023, average of 3) VelociCoaster (Theoretical: 1,800pph on 4 trains) - 1,489pph (unknown number of trains, 17th June 2023, average of 3), 1,566pph (4 trains, 21st June 2023, average of 6) Universal Studios Florida
    Hollywood Rip Ride Rockit (Theoretical: 1,850pph on 7 trains) - 1,329pph (unknown number of trains, 13th June 2023, average of 3) SeaWorld Orlando
    Ice Breaker (Theoretical: 650-750pph on 2 trains) - 564pph (2 trains, 16th June 2023, average of 2) Kraken (Theoretical: 1,500pph on 3 trains) - I did not get an exact throughput for this, but the ride was running 2 trains and stacking on the brake run was routine. According to the dispatch timer in the station, the ride’s average park time seemed to be around 3 minutes. (16th June 2023) Mako (Theoretical: 1,680pph on 3 trains) - 960pph (2 trains, 16th June 2023, average of 4). In terms of general insights, there was quite often a gap in the station between trains and the dispatch timer showed the train being parked for as little as 60 seconds on some occasions. Manta (Theoretical: 1,500pph on 3 trains/2 stations) - I did not get an exact throughput for this, but the ride was running 2 trains and 1 station, and stacking seemed fairly common. (16th June 2023) Pipeline The Surf Coaster (Theoretical: Unknown on 2 trains) - 474pph (2 trains, 16th June 2023, average of 7) Busch Gardens Tampa
    Cobra’s Curse (Theoretical: 1,000pph on 8 trains) - 527pph (unknown number of trains, 22nd June 2023, average of 2) Iron Gwazi (Theoretical: Unknown on 2 trains) - 493pph (2 trains, 22nd June 2023, average of 5). In terms of general insights, stacking was routine and park times in the station averaged around 2.5 minutes according to the station dispatch timer, sometimes going as high as 3 minutes. Kumba (Theoretical: 1,700pph on 3 trains) - I did not get a reading for this, but the ride was seemingly only running 1 train. (22nd June 2023) Sand Serpent (Theoretical: 1,120pph on 10 cars) - 331pph (4 cars, 22nd June 2023, average of 4) Scorpion (Theoretical: Unknown on 2 trains) - 357pph (1 train, 22nd June 2023, average of 2) I hope you find this interesting; I know I certainly found this data interesting to gather! If I’m able to do any notable readings at Universal tomorrow, I’ll report back, but as my Florida trip is mostly over, I thought I’d report my current findings.
     
    If you have any throughput timings and/or general operational insights from a recent park visit that you’d like to share, I’d love to hear about them in this thread!
  9. Like
    Lunar_ reacted to coasterverse in Ghost Train - NEW for 2023   
    Fantastic!
    Cutting down the preshow and some of the scenes on the train (I personally don't feel like this is needed, but others apparently do!) Making the walk from Chapel Station to the crypt more engaging rather than just a long black corridor Repainting the colour of the runner in the crypt scene Fixing lighting on the ghoul in the crypt scene Adding something to the windows to make it feel more realistic - I don't think it'll be screens (annoyingly) because of what they've already mentioned, but curtains at the very least would solve the problem indefinitely better Audio improvements everywhere on the attraction to make jumpscares more impactful and less predictable Moving the TV screens back to where they used to be in DBGT in the fake shop scenario to fix the light bleed revealing the hidden door for the jumpscare Adding a new actor to the fake shop scene in a costume rather than the Thorpe Park uniform Adding a noticeboard outside of the attraction mentioning that it's an actor-led experience rather than a ride That's one down! I've already seen a post on the passholders group praising the adjustments, so that's awesome to hear! Anybody there today/this weekend to verify what those adjustments are? I opted not to be there this weekend as I didn't think the changes would be substantial enough to warrant another solo trip right now... beginning to regret that decision now!
     
    Thorpe replied to the comment saying that there's still more tweaks to come as well - I cannot begin to express how nice it is that after all these years, Thorpe are finally listening to the general public and giving them what they want.
     
    The future is definitely bright for Thorpe Park - it makes me so, so excited.
  10. Like
    Lunar_ got a reaction from coasterverse in Ghost Train - NEW for 2023   
    There is now some clear signage outside the ride stating that Ghost Train is an 'immersive story-led experience' and 'unlike our core lineup of thrill rides'
     
     
     
  11. Haha
    Lunar_ reacted to MattyMoo in 2019 Season   
    I spotted that Quantum rose from the dead late last night and attracted a 20 minute queue.
  12. Like
    Lunar_ reacted to Mattgwise in 2019 Season   
    Can confirm the park was very busy today, but didn't help that Nemesis Inferno opened late and on one train until 3:30, although kudos for them getting it open. Colossus was also evacuated and closed until afternoon. Lets not forget that Vortex, Samurai and Quantum also down. 
    Once Nemesis Inferno opened it had a completely full queueline in all extensions until I left around 7pm. They were running the ride flawlessly having a 30 seconds until the train leaves announcement and staff running around. Ride was run best I have seen in years! 
  13. Like
    Lunar_ got a reaction from JoshuaA in Fright Nights 2019 - Spoilers   
    Completely agree. If they were going to do it they should have done it this week, or even weekdays and sundays at the beginning of Fright Nights which were dead - next week was always going to be busier as most schools aren't on half term yet. Now the park will be crammed with horrendous queues = lots of complaints. 
  14. Sad
    Lunar_ got a reaction from Coaster in Quantum   
    It was closed again all day yesterday!  I mean at least it lasted longer than the 2 hours it did in July I guess? 

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