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Intimidator 305 Track Removed From Kings Dominion

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Post November 4th, 2010, 12:14 am

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I'd love to see a MF type overbank and then into that hill so that we can get back up to the 90+MPH.

Post November 4th, 2010, 12:17 am

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I'm guessing they are expanding the first turn radius so they can remove the trims. That would be a couple mill to do though. Hmmm.....

Post November 4th, 2010, 12:35 am

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they are taking out the ride and moving it to Knott's Berry Farm. They will have to build the lowest section 300 feet off the ground since knott's has no room and it will be on top of everything.
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Post November 4th, 2010, 12:51 am
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I like my idea of just gradually raising the turn to the height of the hill so the G's are less since the train will be slower. Hopefully they won't have to tweak the supports too much then also.
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Post November 4th, 2010, 1:48 am

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Has anyone even considered that they may not change it at all? Maybe they'll just leave it as is and that they're just taking out that first part because of too much wear from the wheels? To me, something of this nature seems most likely, since widening the first turn would require a hell of a lot of reworking of the rest of the track, adding an overbank would require a hell of a lot of support work, and even simply raising the first turn would require a lot of redone calculations (and probably support work).

Post November 4th, 2010, 2:42 am
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Originally posted by SauronHimself

Obviously, the train has an initial speed in the horizontal direction, but it minimally adds to the final speed.



It most certainly does. All* of the momentum in the horizontal direction is transferred to the vertical when the train begins it's decent. Speed up the lift hill, the top speed of the ride increases, and vice-versa.

I'm thinking that the track has been removed for analysis.

Post November 4th, 2010, 11:02 am
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Originally posted by boneplaya

Has anyone even considered that they may not change it at all?


that's like 1/10th as fun though
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Post November 4th, 2010, 11:22 am

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I agree with the idea of them re-profiling the second halve of the turn to be higher up. OR they are making the turn radius larger so they are removing the transition into the hill because it will transition, then it will go up the hill. Instead of go up as it transitions.

Post November 4th, 2010, 12:39 pm

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I think that if they were not going to modify the layout itself they could do the work without removing track. This looks like some sort of major change to the layout at that section anyway. It would make most sense that they would widen the turn and maybe have a direction change like in the middle of the ride to bring it back towards the second part of that hill. As of now it doesn't seem as if the drop of the second hill will change, so it would look as if the most logical thing would be an adjustment to the turn itself and then a transition back to the rest of the layout.

Post November 4th, 2010, 1:18 pm
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If they do modify the layout, I would see them raising that first turn instead of enlarging its radius. I don't think KD wants to take a lot of time digging new support holes and waiting 30 days just to cure reBar cages when they'd already have to order new track pieces.

Post November 4th, 2010, 2:15 pm
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exactly that's why I like my rising turn theory.

I'm no engineer but the support work hopefully wouldn't be too bad. Weird trusses are always an option.
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Post November 4th, 2010, 3:05 pm

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Raising the turn tho really wouldn't do a whole lot to the G's though because then it would be pulling up too.

Post November 4th, 2010, 3:12 pm

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Post November 4th, 2010, 3:53 pm

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And look a hell of alot cooler.
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Post November 4th, 2010, 4:04 pm

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Post November 4th, 2010, 4:08 pm

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If it is raised it could look like the Son of Beast helix.

Post November 4th, 2010, 7:01 pm
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Don't you guys see? They're clearly replacing that section with Maverick's heartline roll.

Post November 4th, 2010, 7:04 pm
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Post November 4th, 2010, 9:13 pm

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Post November 5th, 2010, 3:14 am

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I still like the idea of putting the S&S screaming squirrel section in.
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Post November 5th, 2010, 10:17 am

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Originally posted by dmillz

Raising the turn tho really wouldn't do a whole lot to the G's though because then it would be pulling up too.
Not if the banking is reduced, then raised as you get higher. That would mean less forces. [;)]
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Post November 5th, 2010, 11:38 am
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I stole and modified A113's recreation to do this since the 3ds spine shows the original vs me dicking around track. So I thank him making this example possible.

Doing what I did initially increased the G's at the bottom of the drop by a range of 0.2 to 0.3 (To around 4.5 on my computer) and then the y reduced by around 0.6 to 0.8 until the airtime started on the hill. My dicking around killed the G's a fair amount while still keeping them intact and maybe (seriously doubt it) they could reuse the same footers, and I still kept the "bump" at the top of the hill for airtime. They could raise it even further and ruin the airtime over the crest in the front to reduce G's even further.

Also regarding my G readings: My computer isn't the best, and I didn't adjust banking properly since this was very rough but conservatively I can say you can reduce the G's by 0.5 overall through the duration of the turn by doing what I did. Proper banking may bump the number down (highest reduction I got was 0.8, so that is why I'm conservatively going with 0.5 in reduction)

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Post November 5th, 2010, 11:53 am

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Ok, that's pretty cool. I've got a small question since I can't really tell: is the turn actually wider in your screenshot, or is it just raised?

Post November 5th, 2010, 11:56 am
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I have a fast computer, so you can send it to me if you like.

Post November 5th, 2010, 12:00 pm
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All I did tinker with the elevations. The radius changes and whatever are how he had them in his recreation and they look pretty good for the data he had to make it.

Thanks Sauron I'm just trying to show a way to kill G's without drastically changing the ride. Download his recreation and tinker with it yourself it's kinda amusing to see how much you can kill G's on it.

I deleted a ton of nodes since he tooled it so my turn is probably pumpy as all get up since I just raised the remaining nodes and crtl+g'ed them, but it works as a crude example. The 3ds spineis good for seeing "before and after"
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