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Google Earth imagery update from Nov. 13 2025:

BdIqm3l.jpeg
 
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I’m sure they’ve been gone for a few years, but this is the first time I’m noticing that Rolling Thunder’s switchbacks were finally removed. Not that it means anything, but still, what a damn shame nothing has been there since El Diablo.
 
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Time for the shuttle is roughly
57.27 seconds with no station switch track
Usine Mr Freeze Reverse Blast as a reference
Which takes 18 seconds to go from load to launch and give or take 10 seconds to reset on transfer after the cicuit and get reset in unload position.
That takes projected time 1 car can be on the shuttle circuit to 75.27 seconds.
Mine version clears all block break runs at 50.78 seconds
So it spends 30 seconds going from the rest of the break run to the unload station.


So in reality unless Six Flags and Mack can create a more efficient station switch track on a RollerCoaster damn near tripling Mr Freeze, my full circuit is more efficient.
A full circuit would be ideal.

If they didn't do full circuit they'd be better off using a switch track like on TTD, except it would transfer to a block set on its return. So train fires from station, goes up tower, down tower, switch track takes it to a block instead of re-entering the front of the station. This would allow the next train to loaded and rolled out presumably to the launch block once the first train clears the switch track.

All that being said, how fast does a coaster like Nitro even take from gates opening to dispatch (assuming the train ahead cleared the lift).
 
All that being said, how fast does a coaster like Nitro even take from gates opening to dispatch (assuming the train ahead cleared the lift).
I never timed Nitro, but a 45 second minimum station dwell time (harness release to dispatch) is a common number for a high capacity roller coaster.
 
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A full circuit would be ideal.

If they didn't do full circuit they'd be better off using a switch track like on TTD, except it would transfer to a block set on its return. So train fires from station, goes up tower, down tower, switch track takes it to a block instead of re-entering the front of the station. This would allow the next train to loaded and rolled out presumably to the launch block once the first train clears the switch track.

All that being said, how fast does a coaster like Nitro even take from gates opening to dispatch (assuming the train ahead cleared the lift).
It looks like it will be a setup like Mr. Freeze, where once the train returns to the station, both tracks slide, that way it's a pretty quick turnaround for dispatches. Capacity probably still won't be the best though.
 
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Here we go again - but this time in NL2. This mock up is wayyyyy more accurate the PC2s and the physics are a lot closer to the real thing. The margin of error on this one is pretty tight as far as footer placement goes. This will eventually be done with FVD and fully supported.

Current Stats
Top Speed: 110 MPH @80 ft of elevation where the launch ends
Tower Height: 500 ft
Max Track Height: 486 ft
Max Train Height: 469 ft
Drop: 444 ft
Track Length: 1,920 ft
Traversed Length: 3,840 ft

The Tower - Tripod vs. Quad
Going off of the most recent satellite images and video updates from parking lot markers, I'm slightly leaning toward a tripod tower design for the following reasons:
- 130 ft on center between footers based on the two known footers (for reference, KK's footers are aprox. 90 ft apart at the front and 60 ft apart to the rear).
- The two known footers are 120° relative to one another. i.e.
Footer #1 = 0°/360°
Footer #2 = 120°
Footer #3 = 240°
While there could be a 4th footer with this configuration, I find it interesting that the 2 known footers are deliberately angled at 120°.

The Capacity - Train size and Dispatch time
- Currently with this mockup I can get the trains to complete a cycle in 72 second intervals taking into account a sliding transfer station. This time can be cut down considerably by adjusting the amount of dwell time the train has at the top of the tower. My current estimate is the cycles can be completed in closer to 60-64 second intervals.
- I'm still on the fence regarding if this will use a 4 or 5 car train... its hard to tell based on the current station footer configuration. Either way I think its safe to assume that we will be looking at 16-20 person trains.

Theoretical Capacity:
Best Case Scenario: 60 dispatches x 20 people = 1,200 PPH
Worst Case Scenario: 50 dispatches x 16 people = 800 PPH

My assumption is it'll fall someplace between... lets say.... 1,000 PPH realistically if operated efficiently. Keep in mind while KK was advertised at 1,400 PPH, its actual capacity was closer to 1,080 PPH.

I'm gonna be honest... this thing looks promising. Everything about this mockup matches what's been revealed to us so far and I have a feeling that after people get their rides in on it, its going to rank very well...
 

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Here we go again - but this time in NL2. This mock up is wayyyyy more accurate the PC2s and the physics are a lot closer to the real thing. The margin of error on this one is pretty tight as far as footer placement goes. This will eventually be done with FVD and fully supported.

Current Stats
Top Speed: 110 MPH @80 ft of elevation where the launch ends
Tower Height: 500 ft
Max Track Height: 486 ft
Max Train Height: 469 ft
Drop: 444 ft
Track Length: 1,920 ft
Traversed Length: 3,840 ft

The Tower - Tripod vs. Quad
Going off of the most recent satellite images and video updates from parking lot markers, I'm slightly leaning toward a tripod tower design for the following reasons:
- 130 ft on center between footers based on the two known footers (for reference, KK's footers are aprox. 90 ft apart at the front and 60 ft apart to the rear).
- The two known footers are 120° relative to one another. i.e.
Footer #1 = 0°/360°
Footer #2 = 120°
Footer #3 = 240°
While there could be a 4th footer with this configuration, I find it interesting that the 2 known footers are deliberately angled at 120°.

The Capacity - Train size and Dispatch time
- Currently with this mockup I can get the trains to complete a cycle in 72 second intervals taking into account a sliding transfer station. This time can be cut down considerably by adjusting the amount of dwell time the train has at the top of the tower. My current estimate is the cycles can be completed in closer to 60-64 second intervals.
- I'm still on the fence regarding if this will use a 4 or 5 car train... its hard to tell based on the current station footer configuration. Either way I think its safe to assume that we will be looking at 16-20 person trains.

Theoretical Capacity:
Best Case Scenario: 60 dispatches x 20 people = 1,200 PPH
Worst Case Scenario: 50 dispatches x 16 people = 800 PPH

My assumption is it'll fall someplace between... lets say.... 1,000 PPH realistically if operated efficiently. Keep in mind while KK was advertised at 1,400 PPH, its actual capacity was closer to 1,080 PPH.

I'm gonna be honest... this thing looks promising. Everything about this mockup matches what's been revealed to us so far and I have a feeling that after people get their rides in on it, its going to rank very well...
I’m extremely impressed with the work you’ve been doing on this, NL2 seems so confusing to me so I highly respect anyone that can master it

Your analysis of everything is really good too. I agree that the ride seems to be grossly underrated by all enthusiasts and will probably end up being one of the best coasters in the country when it opens, assuming your mockup is accurate
 
I’m extremely impressed with the work you’ve been doing on this, NL2 seems so confusing to me so I highly respect anyone that can master it
Yeah, gave the trial a shot and I was WAY out of my element. Maybe I should’ve stuck with engineering when I was interested, or at least continued to use CAD lol
 
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Here we go again - but this time in NL2. This mock up is wayyyyy more accurate the PC2s and the physics are a lot closer to the real thing. The margin of error on this one is pretty tight as far as footer placement goes. This will eventually be done with FVD and fully supported.

Current Stats
Top Speed: 110 MPH @80 ft of elevation where the launch ends
Tower Height: 500 ft
Max Track Height: 486 ft
Max Train Height: 469 ft
Drop: 444 ft
Track Length: 1,920 ft
Traversed Length: 3,840 ft

The Tower - Tripod vs. Quad
Going off of the most recent satellite images and video updates from parking lot markers, I'm slightly leaning toward a tripod tower design for the following reasons:
- 130 ft on center between footers based on the two known footers (for reference, KK's footers are aprox. 90 ft apart at the front and 60 ft apart to the rear).
- The two known footers are 120° relative to one another. i.e.
Footer #1 = 0°/360°
Footer #2 = 120°
Footer #3 = 240°
While there could be a 4th footer with this configuration, I find it interesting that the 2 known footers are deliberately angled at 120°.

The Capacity - Train size and Dispatch time
- Currently with this mockup I can get the trains to complete a cycle in 72 second intervals taking into account a sliding transfer station. This time can be cut down considerably by adjusting the amount of dwell time the train has at the top of the tower. My current estimate is the cycles can be completed in closer to 60-64 second intervals.
- I'm still on the fence regarding if this will use a 4 or 5 car train... its hard to tell based on the current station footer configuration. Either way I think its safe to assume that we will be looking at 16-20 person trains.

Theoretical Capacity:
Best Case Scenario: 60 dispatches x 20 people = 1,200 PPH
Worst Case Scenario: 50 dispatches x 16 people = 800 PPH

My assumption is it'll fall someplace between... lets say.... 1,000 PPH realistically if operated efficiently. Keep in mind while KK was advertised at 1,400 PPH, its actual capacity was closer to 1,080 PPH.

I'm gonna be honest... this thing looks promising. Everything about this mockup matches what's been revealed to us so far and I have a feeling that after people get their rides in on it, its going to rank very well...
I for the most part haven't been excited about this project, but if it looks close to what your renders show, i think itll be a good fit for the park and my excitement levels would increase massively for this project. I still would love to see this be full circuit since i hate having multiple shuttle coasters in one park, one of the reasons i didnt complain about Stinger leaving Dorney.
 
No Limits model looks great! It’s crazy how enthusiasts don’t even need track blueprints to create a pretty good ride projection.

I am hopeful that every train car gets to experience the outer-banked track at the top of the structure. The original concept looked like that last car or 2 would not actually bank outward before the train rolled back down. That’s my biggest gripe with a shuttle (not every car experiencing the track at the top). Hopefully they can account for this.
 
Had honestly counted him out for this offseason after he stopped a couple weeks shy of Ka’s demolition this year, glad to see his videos again.

Was hoping to see some offseason work being done on the log flume, they’ve really had a rough few seasons with it.
 
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