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I’m going to say something kinda dumb but I sorta want this

I wish it was possible if this is a 5 car train to offer possibly 1 car on one of the trains that’s locked forward and doesn’t spin.

I know that defeats the purpose of this but I’m just not a spinning guy anymore and I know a lot of people aren’t. So I think it would be a cool option
 
I’m going to say something kinda dumb but I sorta want this

I wish it was possible if this is a 5 car train to offer possibly 1 car on one of the trains that’s locked forward and doesn’t spin.

I know that defeats the purpose of this but I’m just not a spinning guy anymore and I know a lot of people aren’t. So I think it would be a cool option
I can’t see this coaster spinning that much, being launched 100+ upside down while spinning could be quite uncomfortable. I can see this only really spinning at the top outer bank turns. The spinning factor seems mainly to enhance those elements as it offer rides the chance to face directly down, face upwards to sky, get better views, and add thrill etc.
 
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I wish it was possible if this is a 5 car train to offer possibly 1 car on one of the trains that’s locked forward and doesn’t spin.

I know that defeats the purpose of this but I’m just not a spinning guy anymore and I know a lot of people aren’t. So I think it would be a cool option

I can’t see this coaster spinning that much

Maybe the linear shuttle layout is self-defeating
 
I’ve been thinking some of the spinning, and what if instead of a free spin it was controlled?

Launch 1 - Backwards
Turning through the stall
Forwards launch up the spire
Top of spire, turning
Go down the spire forwards
Turn back facing tower at first launch/brake run.
I hadn't even considered that it might be free-spinning. With something of this size and speed, I figured controlled spinning was pretty much necessary.

And your suggestions for how it should be controlled sound good to me.
 
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I hadn't even considered that it might be free-spinning. With something of this size and speed, I figured controlled spinning was pretty much necessary.

And your suggestions for how it should be controlled sound good to me.

It'll almost certainly be like the other Mack Extreme Spinners which means it will be a dampened, free-spinning car. The coaster has no way to lock direction or control rotation with any specificity during the course. The car rotates as dictated by the forces the car experiences. What makes it not "truly" free-spinning is twofold:
  • The car's rotation is dampened fairly substantially meaning that, unlike, say, a nearly-entirely-free-spinning teacups ride where natural, mechanical friction is essentially the only thing that slows/inhibits rotation, the cars have adjustable dampening in their rotation mechanism that enable the amount of force required to initiate/maintain a spin to be adjusted. On the existing Extreme Spinners, rotation is dampened pretty severely—you'll never see any of the existing Mack Extreme Spinners quickly spinning anything like you'd find on a spinning Wild Mouse, a tea cups ride, or the like.
  • Magnets can be placed at points along the ride's course to encourage the car to spin. This is very similar to how the S&S 4D FreeSpins can have magnets placed along their course in order to attempt to induce a flip—just on a different axis. The easiest place to see this in action is immediately after trains depart the station on Time Traveler. Left to its own devices, cars would remain completely still until the ride's first bank/turn. Instead, magnets are employed immediately after trains depart to induce some rotation prior to the vertical drop.
Despite this not being a true, rotationally-controlled coaster like Fast & Furious or Cosmic Rewind, no one should be worried about a debilitating-for-the-average-guest OR a boring-for-the-average guest degree of spin. It can be tuned and, on the existing examples, Mack has managed to do so very effectively.
 
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It'll almost certainly be like the other Mack Extreme Spinners which means it will be a dampened, free-spinning car. The coaster has no way to lock direction or control rotation with any specificity during the course. The car rotates as dictated by the forces the car experiences. What makes it not "truly" free-spinning is twofold:
  • The car's rotation is dampened fairly substantially meaning that, unlike, say, a nearly-entirely-free-spinning teacups ride where natural, mechanical friction is essentially the only thing that slows/inhibits rotation, the cars have adjustable dampening in their rotation mechanism that enable the amount of force required to initiate/maintain a spin to be adjusted. On the existing Extreme Spinners, rotation is dampened pretty severely—you'll never see any of the existing Mack Extreme Spinners quickly spinning anything like you'd find on a spinning Wild Mouse, a tea cups ride, or the like.
  • Magnets can be placed at points along the ride's course to encourage the car to spin. This is very similar to how the S&S 4D FreeSpins can have magnets placed along their course in order to attempt to induce a flip—just on a different axis. The easiest place to see this in action is immediately after trains depart the station on Time Traveler. Left to its own devices, cars would remain completely still until the ride's first bank/turn. Instead, magnets are employed immediately after trains depart to induce some rotation prior to the vertical drop.
Despite this not being a true, rotationally-controlled coaster like Fast & Furious or Cosmic Rewind, no one should be worried about a debilitating-for-the-average-guest OR a boring-for-the-average guest degree of spin. It can be tuned and, on the existing examples, Mack has managed to do so very effectively.
Cool, thanks for the info! I have never been on a Max Extreme Spinner. The only spinning coaster I ever rode was a Wild Mouse, and I assumed this would have to be handled differently from a Wild Mouse, but I didn't realize exactly how until reading this.
 
Just for context, here's that dampener up close; a simple set of magnets that mount to the chassis and interact with the metal disc under the seats. There are a few incremental mounting points they can mount it to prevent it from spinning too much.

Or, if you're Plopsaland De Panne, you can unbolt this set of magnets entirely and run the ride without them🤣 (which they do)

1775160770368.png

That said, even Ride to Happiness doesn't spin as much as a Wild Mouse, so that point stands.
 
I'm indifferent to the fact it's 375 feet. I do realize that adding 26 feet isn't easy though, the farther up you get the more winds matter, most likely making the ride less reliable if it's taller, also you get more leverage and weight that you need to account for. The money saved by capping the height where it is could and hopefully will go into the rest of the park.
 
I’m sure 375 vs 400 won’t be as noticeable on the ride itself but I would lie if I said I wasn’t disappointed it’s not a strata… if you’re building a giga why not just build a B&M Giga at 330 Ft and claim the lift hill record

Also, I had figured this would be 400ft and reach around 375 up the structure, now it seems like it’ll be more like 350ft. Also really hope that the 375 doesn’t include 25 feet of theming elements at the top and that it’s actually how tall the track itself goes.
 
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i dont gaf how tall it ends up being i just want this thing to be good & it certainly seems like it will be lol.
Really my exact thought process. It’s a bit disappointing that it’s just shy of being a strata, but it’s still going to be the 3rd tallest coaster in the world, and since day one, I’ve said that I don’t really care how tall this is if it’s a hell of a ride, which all signs point to. Certainly a missed marketing opportunity, but I’m sure the park has its reasons (and those reasons have nothing to do with Cedar Point despite what Reddit is already claiming, big shocker).

I still have every intention of being there as close to opening day as I possibly can.
I’m sure 375 vs 400 won’t be as noticeable on the ride itself but I would lie if I said I wasn’t disappointed it’s not a strata… if you’re building a giga why not just build a B&M Giga at 330 Ft and claim the lift hill record
Given B&M’s quality issues in the past 5ish years, they are the absolute last manufacturer that needs to be anywhere near this park during such a major turning point. This will also be a standout ride that will draw comparisons to nothing else in the world, where a standard giga would be great (assuming B&M miraculously fixes their issues for this theoretical ride) but wouldn’t really be the most unique thing out there.
 
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