• ℹ️ Heads up...

    This is a popular topic that is fast moving Guest - before posting, please ensure that you check out the first post in the topic for a quick reminder of guidelines, and importantly a summary of the known facts and information so far. Thanks.

[2024] Nemesis Reborn: Construction and Speculation

Status
This topic has been locked. No further replies can be posted.
The airgates are not fixed, guests today are being held outside the station and then batched inside once the previous guests have left the station.
Couldn't they hold the guests in the station down that ramp before you get to the airgates
 
The airgates are not fixed, guests today are being held outside the station and then batched inside once the previous guests have left the station.
Ah thanks for clarifying that Craig, hopefully they'll be fixed soon. My friend must've ridden Nemmy before the issue occured.
 
Last edited:
They could however it's safer to have a narrow doorway and a member of staff there along with a significant distance to the platform rather than one ramp which someone could jump over and a row of open airgates.

Spot on. Plenty of time to stop a moving train if a guest has to shove a staff member out of the way at the entrance doorway, then jump the barrier on the ramp to get near a train.

The ride control system has had a bypass put in place to allow the trains to move with the airgates open. For reasons obvious, Towers will be erring right on the side of caution.
 
Whatever the issue is I hope they get it fixed as soon as they can, toggling between 60 and 70 minutes is not fantastic for a coaster that is an absolute people eater usually!
 
Nemesis did have a bit of a hiccup while I was in the queue for it; a train very abruptly stopped on the lift hill for a bit, in a similar fashion to what @Connor98 described the other day.

Also, the queue seemed to move more slowly than usual, and the ride certainly wasn’t its usual queue munching self today; when I timed the throughput, it came out at 899pph. I don’t know about you, but that seems suspiciously low for Nemesis to me, and it was even lower than quite a few of the other throughput timings I did; Wicker Man, Thirteen and Oblivion were all higher than Nemesis.
 
Nemesis did have a bit of a hiccup while I was in the queue for it; a train very abruptly stopped on the lift hill for a bit, in a similar fashion to what @Connor98 described the other day.

Also, the queue seemed to move more slowly than usual, and the ride certainly wasn’t its usual queue munching self today; when I timed the throughput, it came out at 899pph. I don’t know about you, but that seems suspiciously low for Nemesis to me, and it was even lower than quite a few of the other throughput timings I did; Wicker Man, Thirteen and Oblivion were all higher than Nemesis.

did this stop happen right at the base of the lift, as others explained to me this could have something to do with hosts releasing the advance button to soon. And regarding throughput, it’s crazy if th13teen is achieving a higher number than Nemesis with its current protocols:eek:
 
did this stop happen right at the base of the lift, as others explained to me this could have something to do with hosts releasing the advance button to soon. And regarding throughput, it’s crazy if th13teen is achieving a higher number than Nemesis with its current protocols:eek:
The air gates issue is severely impairing Nemmy's usually ligtning fast dispatches and amazing throughput. :(
 
Last edited:
The air gates issue is severely impairing Nemmy's usually ligtning fast dispatches and the throughput. :(
Definitely is, they are usual dispatching one train as the other passes over the final corkscrew, so to have to wait on the brake run shows how much of an impact it’s having.
 
did this stop happen right at the base of the lift, as others explained to me this could have something to do with hosts releasing the advance button to soon. And regarding throughput, it’s crazy if th13teen is achieving a higher number than Nemesis with its current protocols:eek:
Yes, it was at the very bottom of the lift.

With regard to throughput, I should note that I did not take social distancing into account when doing my timings, so in reality, Thirteen’s throughput probably ended up lower than Nemesis, as trains on Thirteen were often leaving with only 6 people on them.
 
Definitely is, they are usual dispatching one train as the other passes over the final corkscrew, so to have to wait on the brake run shows how much of an impact it’s having.
And ironically the extended opening hours don't give Tech Services as much time out-of-hours to fix the problem.
 
Yes, it was at the very bottom of the lift.

With regard to throughput, I should note that I did not take social distancing into account when doing my timings, so in reality, Thirteen’s throughput probably ended up lower than Nemesis, as trains on Thirteen were often leaving with only 6 people on them.
Ah just asked you this In the queue times thread haha! You’ve already answered my question ;)
 
Interesting that Nemesis gets such a long queue (so obviously meaning it's very popular) when it's throughput is ruined by a crap loading procedure.

I wonder, if every ride in the park had the same throughput, would they all have the same queue length? ;) Maybe every ride is popular...
 
Status
This topic has been locked. No further replies can be posted.
Top