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[2024] Thorpe Park: Hyperia - Mack Hypercoaster

The tower by the station has finally broken above the tree line :D

hyperia10thdecember2023-83.jpg


The first turn out of the station looks so good! Can't wait to see more track be installed soon..

hyperia10thdecember2023-63.jpg


You can see supports through the trees being stored on the island next to the swarm

hyperia10thdecember2023-74.jpg


That troublesome support from last week is finally installed

hyperia10thdecember2023-29.jpg


The old Canada creek railway shed is gone :( good space for a maze though!


hyperia10thdecember2023-20.jpg


 
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:
  • 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. They are expected to hold 90 minutes worth of queue between them.
  • 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.
I think that the 1,050pph figure sounds very attainable, personally.

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
 
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:
  • 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.
I think that the 1,050pph figure sounds very attainable, personally.

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
That's a respectable throughput. I hope that the 1050 pph is attainable, and I think that it should be.
 
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.
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.

Overall, I don’t think Thorpe Park’s poor reputation for operations is entirely justified, from my recent experiences. Yes, they’re not perfect. Inferno is quite hit and miss, from my experience, and Colossus often isn’t spectacular either (although I think they’re hamstrung to a large degree by the trains and restraints with that one). However, I think they overall operate reasonably well, from my experience. On my last visit, Saw, Stealth and Swarm all had excellent operations; Saw was hitting 800-900pph in the brief timing I could do (which is really high for that ride!), Stealth was doing 900-950pph and Swarm was comfortably exceeding 1,000pph, possibly edging towards 1,100pph.

With this in mind, I have every faith that Hyperia will be operated well and they’ll have a good stab at hitting the 1,050pph figure. Particularly next year seeing as it is “the new ride”, and that often introduces an additional degree of urgency in the operations.
 
Hyperia won't have the beefier B&M trains and OTSR's with seatbelts, so getting those trains out faster shouldn't be an issue. Inferno is actually pretty well operated when they allocate four hosts on platform. When it's only on two hosts, that's when problems begin. Ideally though every Thorpe coaster should have a more efficient bag-drop system to allow for even quicker dispatches, here's hoping that Hyperia will have the Icon and Helix backdrop system
 
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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:
Hyperia-Forces-Heatmap.png

As well as the heatmap of speed throughout the ride:
Hyperia-Speed-Heatmap.png

And the stats of the ride:
Hyperia-Stats.png

And just for fun, here are some shots of the layout in the day and at night:
Hyperia-Day-Shot.png

Hyperia-Night-Shot.png

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:
Hyperia-Forces-Heatmap.png

As well as the heatmap of speed throughout the ride:
Hyperia-Speed-Heatmap.png

And the stats of the ride:
Hyperia-Stats.png

And just for fun, here are some shots of the layout in the day and at night:
Hyperia-Day-Shot.png

Hyperia-Night-Shot.png

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 Hyperia does maintain a nearly 50mph speed at the top of the Immelmann, that would be brilliant.
 
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:
Hyperia-Forces-Heatmap.png

As well as the heatmap of speed throughout the ride:
Hyperia-Speed-Heatmap.png

And the stats of the ride:
Hyperia-Stats.png

And just for fun, here are some shots of the layout in the day and at night:
Hyperia-Day-Shot.png

Hyperia-Night-Shot.png

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

I've actually been making an alternative version of this in Planco myself recently in an attempt to deal with the length problem so I'm glad you posted this Matt.

I think the question we all want to know the answer to is, when is this year's Speed build contest going to start?
 
I think the question we all want to know the answer to is, when is this year's Speed build contest going to start?
That’s… a very good question, actually!

I would ordinarily have started in November, when the Alton Towers season ended. However, I’ll level with you for a second and say that my Semester 1 at university was very busy and swallowed up a lot of my time and headspace. So to tell you the truth, the 2023/24 Speed Build Contest was pretty far down my list of priorities and I’d pretty much completely forgotten about it once the university year got started. I’m extremely sorry about that.

However, I have now broken the back of my dissertation a bit more, and now you’ve mentioned the Speed Build Contest, I’d be lying if I said I didn’t have at least a couple of fun round ideas… so I might have a go at starting a shorter contest to span the remainder of the closed season! Now you’ve reminded me, I’ve definitely been given the fresh motivation and reminder I needed to start a contest this closed season… oh heck, let’s have one!

Keep your eyes peeled for an introductory post within the next couple of days (or possibly later today if I’m feeling particularly keen…)!
 
Construction of this coaster seems to be going quite s l o w l y.
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.
 
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