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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. - Thread starter BigAl
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BigAl's No Limits Coasters
BigAl
TS Member
Eclipse
Another Mack launch designed to incorporate a few new elements and some variations of standard elements.
Includes an underground launch into a tophat with a curved exit drop, a 'late-twisting Immelmann', a dive loop, high-speed turn, mega-lite style hill and banked exit, zero-g roll, a sideways entrance into a airtime hill past the station, a dive under the brakes and into a sideways airtime hill, an underground tunnel before a climb into the brakes.
2 trains, 20 riders per train, a 50mph launch, 3 inversions, 2398ft of track, 4 hills, a 73.8ft tall tophat, 2 turns, 2 tunnels, 1240 riders per hour, 1:58 between dispatches.
Another Mack launch designed to incorporate a few new elements and some variations of standard elements.
Includes an underground launch into a tophat with a curved exit drop, a 'late-twisting Immelmann', a dive loop, high-speed turn, mega-lite style hill and banked exit, zero-g roll, a sideways entrance into a airtime hill past the station, a dive under the brakes and into a sideways airtime hill, an underground tunnel before a climb into the brakes.
2 trains, 20 riders per train, a 50mph launch, 3 inversions, 2398ft of track, 4 hills, a 73.8ft tall tophat, 2 turns, 2 tunnels, 1240 riders per hour, 1:58 between dispatches.













BigAl
TS Member
Mistral - B&M Invert
2415 feet of track, 98.4 feet tall, 50 mph, 10 'chopper' elements, 5 inversions, 4.8 positive vertical Gs (max), 4 tunnels, 4 turns, 2 moments of air time, 3 instances of hang time, 2 seven-row trains.
Layout based on the updated B&M Inverted train design first featured on Kings Island's Banshee.
2415 feet of track, 98.4 feet tall, 50 mph, 10 'chopper' elements, 5 inversions, 4.8 positive vertical Gs (max), 4 tunnels, 4 turns, 2 moments of air time, 3 instances of hang time, 2 seven-row trains.
Layout based on the updated B&M Inverted train design first featured on Kings Island's Banshee.













BigAl
TS Member
So I've sort of sent an idea for a Mack launch coaster to Amanda Thompson, owner of the Blackpool Pleasure Beach. 
Photo Album: https://www.facebook.com/al.machin/media_set?set=a.806141902732362.1073741887.100000096806864&type=1
Feel free to retweet the tweet: https://twitter.com/_Alex_Machin_/status/485447904002580480












Photo Album: https://www.facebook.com/al.machin/media_set?set=a.806141902732362.1073741887.100000096806864&type=1
Feel free to retweet the tweet: https://twitter.com/_Alex_Machin_/status/485447904002580480
BigAl
TS Member
Originally it was quicker, but that made the more intense parts of the ride too intense, so I reduced the launch speed ever so slightly. With this being a Mack, I thought it would be better to let the trains float through certain elements and whip through the others, without it feeling like an Intamin Accelerator which is trying to rip your face off at each and every turn, if that makes sense? 
JAMMY_Jaunts
TS Member
These creations Al are really, really creative while still keeping a realistic feel. That Mack launch concept for Blackpool also looks incredible. If only it were to happen. 
Nick
TS Member
The zero-G roll looks pretty off to me. The roll starts too early, and then looks like the rotation is very slow through the apex. And I also still mainly use NL1 too, although I do have NL2 now, usually because I'm not quite used to it yet. I do have one coaster which I may finish which has half-decent trackwork, but I haven't gotten round to supporting it yet.
BigAl
TS Member
It's designed to be more like a Mack zero-g (see Helix) where the coaster rolls through it slowly rather than snapping through it quickly. The trains move through it like they're supposed to and it looks how I wanted it to, it just doesn't look like your average zero-g, haha!
Nick
TS Member
Yeah, I can sort of see what you mean. Still, I'm not sure that the entrance is heart-lined properly (and consider that Mack has a higher heartline value), as it stays quite straight- if you know what I mean? Probably not, so I had a bit of a go at a similar zero-G roll:
I mean, it's nowhere near perfect, and it was only a five minute job, but I hope it sort of shows what I mean. Done properly this zero-G would have a pretty awesome combination of lats and a pop of air-time, yours is pretty good at giving the lats, but wouldn't give the desired pop of air-time.

I mean, it's nowhere near perfect, and it was only a five minute job, but I hope it sort of shows what I mean. Done properly this zero-G would have a pretty awesome combination of lats and a pop of air-time, yours is pretty good at giving the lats, but wouldn't give the desired pop of air-time.