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Everything posted by Gazza
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Thats sort of what I was thinking, its rather Odd for the park to be stagnant with its additions for a few years, and then all of a sudden have this big wave of new rides stretched out over a year. I think they must be preparing themselves for competition with DW. I have a feeling this could be a major battle ground between MLT and WVTP because it would be comparitivley cheap and easy to add in new rides. That is of course if DW decides to build a waterpark.
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This is awesome, it is exactly the sort of thing WnW needs. Im looking foward to that tornado slide but too bad it wont be till next year. Still the many body slides whould be good. I like the sound of those spiral ones. By the sound of the press release its almoat as if they have read peoples ideas (Increase capacity, more body slides, tornado slide) straight off the forums
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I reckon if they wanted they could turn it into a racing attraction.
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Your eyes may be closed.
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Reminds me of Millenium force.
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I have been to both back when I lived in SA. I remember dazzeland having a Helicopter ride, an airplane ride, dodgems, a big playground and mexican mini golf as well as the jazz junction. The park was pretty good from memory, but I was 5 years old then so even a maccas playland impressed me As for magic mountain, There were the 4 big watersildes, a suspended cycle monorail, mini golf, an arcade, bumper boats and a carousel. The waterslides were definitley the best thing there. The place looked nice from the outside, but inside the mountain where all the waterslides were it was just hollow and was like a warehouse with a big zig zag ramp running up through it. The waterslides all snaked their way down throughthe inside of the mountain with the odd section outside the mountain and were open flumes so it wasnt very dark inside. I remeber the slides actually having advertising on them on perspex panels that were attached to some sections of the slide. One cool thing was a u turn that was cantilievered outside the mountain over the beach, it seemed very precarious up there like that.
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If that is the case then Im really hoping for lap restraints. But weve got some ugly top hat supports up now which is cool. The ride looks quite big.
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Won't that make more work for the park since they are actually deciding to approve every photo. Wasnt that the problem in the first place?
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Meh, doesnt matter any more since photos are allowed again.
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Are there any new conditions attached that werent there before the ban?
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Wasn't there also a James Bond ride?
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Macquarie Leisure announces 'Citywalk on Coomera'
Gazza replied to Richard's topic in Theme Park Discussion
If citywalk had a multideck as its parking (which it probably will) That could replace DWs current carpark, which could then be developed. -
New Rides for the 2005 Royal Melbourne Show.
Gazza replied to dreamworld_rulz's topic in Theme Park Discussion
The ride film is the coney island cylone track from NL. But with some added visual effects and sounds. -
New Rides for the 2005 Royal Melbourne Show.
Gazza replied to dreamworld_rulz's topic in Theme Park Discussion
LOL, the No Limits simulator. -
Macquarie Leisure announces 'Citywalk on Coomera'
Gazza replied to Richard's topic in Theme Park Discussion
Im not very knowledegable about the geography of dW. Where exactly would the citywalk come in to dreamworld. Also, will it be built on DW land? -
Gee I hope not. Last time i checked pirates tend not to use paddle steamers as their mode of transport. On another note, does anyone know who is making the big red car ride?
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Peppermint Park information/photos
Gazza replied to ThePinnyParlour's topic in Theme Park Discussion
So what sort of attractions did it have? -
Can you back track a bit and explain.
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Ok, heres how you could improve it -Keep the support interval to no more than 10m, or else it would be unsupported. -Keep the G forces in limit, for vertical Gs it should not be more than -1/+5g, for lateral no more than -1.2/+1.2g and even then the ends of the scale should not be hit too freqently and for it to be a comfortable ride it would be advisable to keep them a bit less than the limit, ie dont make every turn 1.5g, it would be more comfortable for the riders if they were say .5g. In short if the g force readout turns yellow whilst riding the force is too high in that respect. On your ride the g forces frequently went too high, the most notable point was at the beginning of the top hat where it went to like -6 vertical gs. That sort of force would cause all the blood in someones body to rush to their head at 6 times the force of gravity, it would quite literally be eyeball popping. You could improve the beginning of the top hat by not begging the twist until the track was fully vertical. The exit of the tophat was however done fairly well, so if you just did a mirror image of that for the entrance to the tophat it would work well. Another place where gs were a problem were on the curve to vertical into the tophat and the curve to horizontal out of the tophat. The vertical gs went to about +6, which would cause the blood to rush out of the head at a force six times that of gravity, which could cause riders to black out. You could fix this by either dropping the launch speed so the sections are taken a bit slower, and therefore less forces, or you could increase the size of the element to reduce the force. Another area you could improve is the curvature of the track. Turn on the heartline by going Display>Show Heartine. This will give a line showing the position of the center of gravity for the train. Idealy on twists in the track the heartine should be straight so the riders rotate around their center of gravity. On the twists on your tophat try to make the lines perfectly straight. If you want to see what i mean have a look in front view, about 20m above ground you will see a distinct sort of S curve where the heatline isnt straight, fixing this would help. Another issue is something called pumping. Ride the coaster in the back car, you will see that the front car doesnt always follow a nice line, instead it seems to sway from side to side. Try to make the curves and twists a constant shape to stop this. Also, at the end of the ride a brake force of 3 gs is a bit severe, it would be worse than slamming the brakes on in the car, and the riders could be winded or given whiplash. Reduce the brake force to no more than 1g and make the brake section a bit longer so the force is not so sharp. I hope this advice helps.
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I found a cool little website called coasterradio.com . Its basically a weekly 30 minute coaster podcast you can download. Unfortunatley our internet computer isnt the one with Itunes so i havent been able to listen to one yet, but i have heard its pretty good. Podcasting is a pretty good idea IMO because people can easily make shows that appeal to a small audience that wouldnt be possible in the mainsteam media. PS i dont really know how this sits with the community guidelines but its a pretty unique idea.
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Just found out about a couple of coasters being built at some international parks. Tussenfryd in Norway will be getting an Accelerator with 3 inversions and it seems to be similar in size to SM:E at WBMW. http://www.rcdb.com/m/id3245.htm? Also, Worlds of Fun in the US is getting a B&M inverted coaster with what appears of be an American theme. http://www.rcdb.com/ig3244.htm
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What ever decision they make, you would have trust Disneys' judgement. IMO it would be best in Sydney or the GC, but I wouldnt mind it down in Melbourne, there is plenty of space, good infastructure, large population base and It would get people coming to Melbourne.
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Would the upper parts be made of a cheaper material, It would be so expensive for such a huge expanse of fibreglass
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The challenge should have rules that will produce interesting results, like what about a hilly terrain where you cant build above tree height or a oddly shaped area that you build your ride in. BTW if the comp had both hyper rails and no limits, who would judge since the judge would need both sims in order to see all entries.
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Stop spamming!