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Kentucky Kingdom 2016 - Storm Chaser

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Post April 19th, 2016, 8:22 pm
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Oscar wrote:
Quick, reply now! Who lives near Kentucky Kingdom?



I do.
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Post April 19th, 2016, 8:40 pm
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XLR8R wrote:
Oscar wrote:
Quick, reply now! Who lives near Kentucky Kingdom?



I do.


ok sending you pm!
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No need to tell Oscar about the problems. He is magic.

Post April 19th, 2016, 10:41 pm

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Oscar wrote:
Quick, reply now! Who lives near Kentucky Kingdom?


I live about 10 minutes away from the park.

Post April 19th, 2016, 10:53 pm
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1amediacbus wrote:
Oscar wrote:
Quick, reply now! Who lives near Kentucky Kingdom?


I live about 10 minutes away from the park.


Thanks but XLR8R beat you to the punch :P
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Post April 23rd, 2016, 9:15 pm
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Nice Storm Chaser testing photos from CoasterForce. Storm Chaser opens to the public next weekend.
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Post April 23rd, 2016, 9:58 pm
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Hopefully they change the wheels back. The ride looks like it could roll back at the end. It's absolutely crawling.
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Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post April 23rd, 2016, 10:02 pm

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Did they use the same wheels they used in the very first test run video, the one that was revealed to be sped up?

Post April 23rd, 2016, 10:41 pm
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SkyArrow wrote:
Did they use the same wheels they used in the very first test run video, the one that was revealed to be sped up?


I have no idea, but this is so much slower than the 4k POV on the last page. Hopefully they can get it up to that speed again or else the ending could be horrible.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post April 23rd, 2016, 11:08 pm

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That ain't right
1-Millennium Force | 2-Intimidator 305 | 3-Fury 325
4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
8-Voyage | 9-Maverick | 10-Monster

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Post April 24th, 2016, 10:04 am

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Post April 24th, 2016, 11:11 am

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I rather think that it's got the best way to lose momentum! The ride looks a tad rough for a RMC track, though. :)
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Post April 24th, 2016, 11:13 am
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Wasn't the Upstop Media POV filmed on a train full of test dummies? If so, the Coasterforce POV could be slower due to how it's an empty train.
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Post April 24th, 2016, 11:41 am
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lol240 wrote:
I rather think that it's got the best way to lose momentum! The ride looks a tad rough for a RMC track, though. :)


It seems rough because Coasterforce used suction cup mounts for the camera.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post April 24th, 2016, 5:42 pm

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I was fortunate enough to ride this yesterday with the private buy-out group. It is not slow. It was shockingly fantastic. One of the most surprising with regards to expectations I had versus actual experience I had. Of the five RMCs I have now ridden, I would place it below Iron Rattler, about equal with Twisted Colossus (still toiling in my head), and far far above Goliath and New Texas Giant. I will post a more detailed review later maybe.
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Post April 26th, 2016, 7:15 am

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^^ I see! :D
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Post April 26th, 2016, 9:00 am

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tiepilot35 wrote:
I was fortunate enough to ride this yesterday with the private buy-out group. It is not slow. It was shockingly fantastic. One of the most surprising with regards to expectations I had versus actual experience I had. Of the five RMCs I have now ridden, I would place it below Iron Rattler, about equal with Twisted Colossus (still toiling in my head), and far far above Goliath and New Texas Giant. I will post a more detailed review later maybe.


Interesting that you would compare it with Twisted Colossus, as the layout kind of reminds me of an extended version of the blue run on TC.

I can't wait to ride this next month!
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Post April 26th, 2016, 11:59 am

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It's not particularly similar to Twisted Colossus in experience, moreso just how much I enjoyed it. TC is way stronger and jerkier with tiny transitions to the point of being ludicrous. SC is somewhat moderate for a RMC but still forceful and wildly fun. I find myself describing it in that way when I think about it or talk to someone, it's just extremely fun. It's not extreme (which can be great), but it is not slow. It is a perfect addition to the park and I actually found it to be slightly better than Lightning Run.

The rolling drop is really indescribable. I had no idea what to expect from it so I had no preconceived notions. It's absolutely fantastic in the back row, where it feels almost identical to a zero-G roll but you are plummeting towards earth and gaining speed rapidly. They should do it on more future designs because it's sweet. The first airhill is perfect, in sequence and in force. The transition into the overbank is neat. The turnaround section is really forceful and I love the outward banking, it adds to the air. The airhill and zero G/barrel roll is a perfect combo even though they look small. The finale is a lot like TC blue's prelift but it's going surprisingly fast; it's giggly. The only part I distinctly wasn't impressed with was the helix and kind-of-Stengel. The helix is not strong enough and the stengel doesn't do anything but get you closer to the brakes. Overall it's a great ride though. I think it made my top 25 which surprised me. I wouldn't have visited this park without it being there so I consider it to be the addition that seriously puts this park on the map. They're going to have a wonderful season and expand more.

I took some pictures but others have taken plenty of great ones.
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Post April 26th, 2016, 2:21 pm

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^Thanks for your thoughts. Very cool!
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Post April 26th, 2016, 4:33 pm
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Post April 28th, 2016, 1:09 am

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I was sad when SFKK closed, but KK is now making pretty great hits with coasters! :D
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Post April 28th, 2016, 4:53 am

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lol240 wrote:
I was sad when SFKK closed, but KK is now making pretty great hits with coasters! :D

These days all one has to do is make airtime hills a prominent element and they'll have a hit for the park. Since they don't have a lot of room or a lot of money, they have to make every coaster element count. This is beginning to remind me of complacent gaming syndrome.

Post April 28th, 2016, 5:39 am
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SkyArrow wrote:
lol240 wrote:
I was sad when SFKK closed, but KK is now making pretty great hits with coasters! :D

These days all one has to do is make airtime hills a prominent element and they'll have a hit for the park. Since they don't have a lot of room or a lot of money, they have to make every coaster element count. This is beginning to remind me of complacent gaming syndrome.


God forbid you don't have a prominent airtime hill in the layout (see Fury 325 initial criticism).
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Post April 28th, 2016, 6:21 am

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Lmao that assessment is really harshly critical and is not at all valid for this park or roller coaster design.
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Post April 28th, 2016, 7:34 am
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Nah just build something by RMC and enthusiasts will insta-orgasm without even seeing the layout.
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.

Post April 28th, 2016, 10:36 am
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Paradox wrote:
Nah just build something by RMC and enthusiasts will insta-orgasm without even seeing the layout.

QFT
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