anon Posted May 20, 2013 Report Share Posted May 20, 2013 It'll be able to leave the second the ride allows it to - it'll have a dispatch interval at some inversion I imagine, allowing the ride to be sent without the train stopping at top of the lift. Colossus has an awful block brake system (it's intamin afterall) so it has to be in the brake block before next one can be sent. Glad to see it's going quickly though, inferno will definitely be the easiest ride to get throughputs out on. Colossus will let you dispatch as soon as the first train has left the lift, it's just not done as it will cause the train to stop on the lift until the brakes are cleared. However (as Ian said above), it may not restart if there happens to be a fault and the train doesn't clear the magnet brakes in which case it will estop with a probable evac required. Quote Link to comment Share on other sites More sharing options...
Fred Posted May 21, 2013 Report Share Posted May 21, 2013 Ahh I was close enough, can still be put down to awful system as designed by the wonderful Intamin. Any ride which cannot run at it's full potential for fear of it shutting down and having lengthy evacs are rides not worth installing. Quote Link to comment Share on other sites More sharing options...
pluk Posted May 21, 2013 Report Share Posted May 21, 2013 Is odd that it seems to plan to fail like that. How often does it not clear the brakes really? Can't be that much of a regular occurrence. With the pre lift section I guess it would be technically possible to run NI on three trains with insanely efficient staff (and riders)? Not realistic, I know, but possible. Quote Link to comment Share on other sites More sharing options...
Ricky Posted May 21, 2013 Report Share Posted May 21, 2013 Colossus just doesn't agree with a fully loaded train stopping on the lift. Inferno sometimes thinks it has 3 trains Quote Link to comment Share on other sites More sharing options...
Matt 236 Posted May 21, 2013 Report Share Posted May 21, 2013 Maximum amount of trains Thorpes coasters 'could, manage Swarm, 3 trains (if staff run it efficiently) Saw 8 trains, Stealth,2 (3 if done very fast) Inferno 3 trains, if staff are pretty fast Colossus, 2 trains X, 4 trains (possibly 5) Flying Fish 1 train, unless you want a crash. Quote Link to comment Share on other sites More sharing options...
Marc Posted May 21, 2013 Report Share Posted May 21, 2013 Stealth dont have enough blocks to run 3 trains, X can run 5 trains but it dont really need it anymore. Ricky 1 Quote Link to comment Share on other sites More sharing options...
Ricky Posted May 21, 2013 Report Share Posted May 21, 2013 SAW has 13 (maybe 14 , can't remember) blocks I believe: Two Load > Speech > Lift 1 > Just before base of lift > Lift 2 > MCBR > Two brakes > two waiting > two offload. Stealth could never run three trains because of it's speed and having 4 blocks, the blocks that would start off occupied are Load, Offload + Waiting - By the time the train has got to the end of Launch Block the Offload train wouldn't of made it to Load therefore Waiting would still be occupied causing the ride to E-stop itself before the end of the launch track. The system on Stealth recognises Launch to cover from the start of the launch track to the end of the bunny hop, Which is fair enough Quote Link to comment Share on other sites More sharing options...
Ricky Posted May 21, 2013 Report Share Posted May 21, 2013 To be fair, they are different blocks but the timing between them is so small they may as well be one Quote Link to comment Share on other sites More sharing options...
TPJames Posted May 21, 2013 Report Share Posted May 21, 2013 I am sure X could manage 6 trains but then it would be stopping on the block breaks and that ruins the ride- on Sunday it went straight through them and it made the ride experience really good! Quote Link to comment Share on other sites More sharing options...
Matt 236 Posted May 25, 2013 Report Share Posted May 25, 2013 Inferno wasn't running the mist again today on all three rides which was rather disappointing. On the other hand, ride was.still as enjoyable as ever and the return of the dispatch theme is a welcome return IMO. Quote Link to comment Share on other sites More sharing options...
alexander Posted May 25, 2013 Report Share Posted May 25, 2013 Good to see the dispatch music making an appearance, whoring the back row twice in a row was a brilliant feat Shame about no mist in the tunnel, however, she's really ageing well J.S217, Matt 236 and EC! 3 Quote Link to comment Share on other sites More sharing options...
jjh123horry Posted May 25, 2013 Report Share Posted May 25, 2013 I dunno if anyone else has noticed, but the voice over they have in the station of inferno, is the same voice for all of sub terras voice overs. Not sure if they use it for nemesis (original) didnt get a chance to listen out when ive been to towers. Quote Link to comment Share on other sites More sharing options...
Fred Posted May 31, 2013 Report Share Posted May 31, 2013 Is it? I imagine that's the male voice. I hope he mentions the eggs of the Nemesis creature, only then can we be sure. Quote Link to comment Share on other sites More sharing options...
Marc Posted May 31, 2013 Report Share Posted May 31, 2013 I think its the same person who does Zodiac / Rumba / Loads of other rides on park too, aswell as a fair share of TV adverts! Inferno 1 Quote Link to comment Share on other sites More sharing options...
Mark9 Posted June 10, 2013 Report Share Posted June 10, 2013 First with the negatives. The mist no longer works so its back to travelling through a shed with some red lights And now the positives. Inferno is running at the best it ever has done and its hard to believe the changes it has gone in ten years of operation. Somehow it feels faster, it feels more intense and its zero g roll has some real power and kick to it. Yesterday it felt much nicer to ride then Nemesis which had a bit of a jerk to it. Inferno's finale such as the corkscrews feel great and the final helix has a real intensity to it. For me at least, it no longer resides down at the bottom of the list next to Batman La Fuga and Dæmonen, its fighting the big boys like Silver Star, Hulk and Sheikra. Sidders, Inferno, Craaig and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Ricky Posted June 10, 2013 Report Share Posted June 10, 2013 I was waiting for this since yesterday, Mark! Quote Link to comment Share on other sites More sharing options...
J.S217 Posted June 10, 2013 Report Share Posted June 10, 2013 Why does the Mist not work anymore and I have to agree with Mark I love this Roller coaster and glad it is doing so well the forces and final are so well executed it makes for such a solid ride Quote Link to comment Share on other sites More sharing options...
Coaster Posted June 10, 2013 Report Share Posted June 10, 2013 I don't actually think much of Inferno, I prefer Nemesis. Inferno is strange, some days it runs really well and is a great ride whereas other times it is slow and lacks force. BigBobJones and Adam P 2 Quote Link to comment Share on other sites More sharing options...
Ricky Posted June 10, 2013 Report Share Posted June 10, 2013 It does depend on what time of the day you ride, as with any ride they speed up throughout the day Quote Link to comment Share on other sites More sharing options...
Coaster Posted June 10, 2013 Report Share Posted June 10, 2013 ^ Sometimes Inferno feels really fast in the morning though! I knew this was the case with some rides (particularly woodies) but I didn't know that it was all of them. Quote Link to comment Share on other sites More sharing options...
Ricky Posted June 10, 2013 Report Share Posted June 10, 2013 It's just as the wheels warm up they glide along the track better, for example Colossus in cold weather drags around the track for the first couple hours, but on hot days the ride whizzes around. In the morning the coaster time ranges from 55-60 seconds (top of the lift to complete stop in brakes) whereas on hotter days the barrage coaster time ranges from 44-48 seconds. Not sure what coaster time variations are on Nemesis Inferno but they most likely be similar in differences Quote Link to comment Share on other sites More sharing options...
JoshC. Posted August 4, 2013 Report Share Posted August 4, 2013 Ever wondered what Inferno would have looked like if it didn't have its volcano for its station? Ta da! (This is the view from Monk's Walk) I think they decided to change to the volcano quite early on. Also, you can just make out where the shop and photo collection point would have been - just in front of the station. That incomplete volcano back doesn't look too bad now either dragon2000, Inferno and Matt 236 3 Quote Link to comment Share on other sites More sharing options...
Sidders Posted August 4, 2013 Report Share Posted August 4, 2013 I rode Inferno for the first time this year and my Christ I don't remember it being that forceful! The loop, the zero-G, that turn after it, the second corkscrew particularly, and of course, the final helix were fantastic! Loved the first one as well. On past rides I felt the train slow as I sort of... floated down into the second helix, but I was pulled right round this time at quite some speed! Oh, Inferno. dragon2000 1 Quote Link to comment Share on other sites More sharing options...
JackR Posted September 2, 2013 Report Share Posted September 2, 2013 The queue for NI is horrendous so the batching staff have announced a 'power hour' where they will attempt to reach the highest possible throughput on NI in one hour (whatever that may be). They're calling forward smaller groups to fill spaces and giving people less time to faff around finding their seats. Staff should be commended for their efforts to minimise queuetimes! Mitchada04 and Matt 236 2 Quote Link to comment Share on other sites More sharing options...
Benin Posted September 2, 2013 Report Share Posted September 2, 2013 They're only doing that for one hour a day? I would be expecting a park to do that as the minimum method of operation... For the entire day, every day... JoshC. and Inferno 2 Quote Link to comment Share on other sites More sharing options...
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