I have to be honest, that combination of colours slapped together just looks really ugly. Maybe had they had a transition on it as first planned then maybe it would have looked alright but this is not pretty at all on the eyes.
That's a respectable throughput. I hope that the 1050 pph is attainable, and I think that it should be.I’m not sure if this has been mentioned before, but after the discussion of throughput over in the Legoland thread and previous discussions about the throughput of this coaster, I was reminded of it.
JoshC over on CoasterForce had a dig through some of the planning documents for Hyperia, and he found some interesting information about the anticipated throughput of the ride, as well as the lengths of the queue lines and expected capacity of those. The information given was:
I think that the 1,050pph figure sounds very attainable, personally.
- The expected capacity of the ride is 1,050pph, which equates to roughly 52-53 trains per hour or a train approximately every 68.5 seconds.
- The three queue lines between them are expected to hold 1,575 people and be a total of 525m in length.
- The main queue line is 440m long, the Fastrack queue line is 60m long, and the RAP queue line is 70m long. This may give us some idea of the expected level of FT/RAP allocation.
Thorpe do a smashing job on Stealth, which has a theoretical of 1,000pph, trains of the same length, and considerably less easy restraints to get a good throughput with. Last time I went to Thorpe, they were solidly hitting 900pph on Stealth for a number of intervals in a row, and before there was a moment of guest faff that reduced my average to 867pph, the average dispatch interval was somewhere in the ballpark of 900-950pph, or a train every 75-80 seconds!
EDIT - Here is Josh’s post, as a source for this info: https://coasterforce.com/forums/thr...yper-coaster-2024.45090/page-121#post-1163803
One thing that works in Hyperia’s favour compared to Inferno is that it won’t have seatbelts. I was under the impression that their policy of doing up every seatbelt on Inferno was part of what reduced the throughput.You’ve seen how they operate Inferno right? Compared to Nemesis they take what should be a faff-less attraction and somehow manage to totally kill the throughput.
My hopes aren’t high for Hyperia.
If anyone's interested, I decided to have a bit of fun this evening and cobble together a rough Planet Coaster recreation of Hyperia to gauge a rough idea of the sort of forces and speeds we might be hitting through some of those elements.
I'm aware that the profiling and such aren't perfect, and as such, I'd take some of the exact g-forces with a pinch of salt (for instance, I don't think we'll be pulling 5.6G at the bottom of the dive loop...), but I built the large elements to roughly the same sort of height as they will be in real life (lift hill 236ft, Immelmann 157ft, large outerbank 164ft, dive loop 137ft, small outerbank 65ft, final airtime hill 48ft), so I think it should give a rough ballpark idea of speed in particular. I hope you like it!
Here's a POV and some cinematic shots of my creation:
And if you don't want to watch the video, here is the heatmap of vertical g-forces throughout the ride:
As well as the heatmap of speed throughout the ride:
And the stats of the ride:
And just for fun, here are some shots of the layout in the day and at night:
In terms of speed and forces; I think it paints a very promising picture! If my recreation is at all accurate, it suggests that we could be absolutely flying through the Immelmann, with the ride maintaining a speed of nearly 50mph even at the Immelmann's highest point! The other two large elements maintain speeds of 35-40mph at their highest points. In terms of trimming in the splashdown; I erred towards the more fierce end of the trimming spectrum and went for a deceleration rate of 4m/s2, which reduced the speed by 10-15mph. And even then, the outerbank and final airtime hill still appear very potent, with negative g-forces of nearly -1G still being registered in both elements! So overall, then, I reckon Hyperia could pack some brilliant g-forces throughout and hold its speed really well!
I hope you like my recreation! I have to say, this has also reminded me just how much fun getting stuck into a good Planet Coaster build is... I really need to get back into Planet Coaster, as I haven't really had too much time for it as of late and it shows. I haven't updated any of my ongoing park projects for the forum in nearly 2 years!
If you'd like to play with my recreation yourself, here's the Steam Workshop link where you can download it from: https://steamcommunity.com/workshop/filedetails/?id=3113374891
If anyone's interested, I decided to have a bit of fun this evening and cobble together a rough Planet Coaster recreation of Hyperia to gauge a rough idea of the sort of forces and speeds we might be hitting through some of those elements.
I'm aware that the profiling and such aren't perfect, and as such, I'd take some of the exact g-forces with a pinch of salt (for instance, I don't think we'll be pulling 5.6G at the bottom of the dive loop...), but I built the large elements to roughly the same sort of height as they will be in real life (lift hill 236ft, Immelmann 157ft, large outerbank 164ft, dive loop 137ft, small outerbank 65ft, final airtime hill 48ft), so I think it should give a rough ballpark idea of speed in particular. I hope you like it!
Here's a POV and some cinematic shots of my creation:
And if you don't want to watch the video, here is the heatmap of vertical g-forces throughout the ride:
As well as the heatmap of speed throughout the ride:
And the stats of the ride:
And just for fun, here are some shots of the layout in the day and at night:
In terms of speed and forces; I think it paints a very promising picture! If my recreation is at all accurate, it suggests that we could be absolutely flying through the Immelmann, with the ride maintaining a speed of nearly 50mph even at the Immelmann's highest point! The other two large elements maintain speeds of 35-40mph at their highest points. In terms of trimming in the splashdown; I erred towards the more fierce end of the trimming spectrum and went for a deceleration rate of 4m/s2, which reduced the speed by 10-15mph. And even then, the outerbank and final airtime hill still appear very potent, with negative g-forces of nearly -1G still being registered in both elements! So overall, then, I reckon Hyperia could pack some brilliant g-forces throughout and hold its speed really well!
I hope you like my recreation! I have to say, this has also reminded me just how much fun getting stuck into a good Planet Coaster build is... I really need to get back into Planet Coaster, as I haven't really had too much time for it as of late and it shows. I haven't updated any of my ongoing park projects for the forum in nearly 2 years!
If you'd like to play with my recreation yourself, here's the Steam Workshop link where you can download it from: https://steamcommunity.com/workshop/filedetails/?id=3113374891
That’s… a very good question, actually!I think the question we all want to know the answer to is, when is this year's Speed build contest going to start?
The thread is now up for the 2023/24 Speed Build Contest, for yourself or anyone else interested: https://towersstreet.com/talk/threa...round-1-drops-23rd-december.7022/#post-441025I think the question we all want to know the answer to is, when is this year's Speed build contest going to start?
See, I disagree. Given that the ride only went vertical in October, they seem to have built quite a bit of it, from where I’m standing. They’ve built the entire ending right up to the middle of the dive loop, they’ve built the entirety of the huge outer bank into an inversion, they’ve started building the Immelmann, and they’ve also either started building or built the turn out of the station.Construction of this coaster seems to be going quite s l o w l y.
Some cool new shots on TPW, better quality here:
From: https://www.instagram.com/p/C07TSjIs3NG/?hl=en&img_index=1
Perhaps it got dirt on it during transit, or when it was stored in a field prior to erection?How can track that has never had a train run on it look so filthy already‽