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Steel Taipan Construction - Dreamworld Mack launched roller coaster

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  • themagician
    themagician

    This morning I was invited out to Dreamworld to get a sneak peek of Steel Taipan and a walk through of the entire area. I’ll start out by saying, overall they’ve done a good job with the area. It’s ve

  • Retardent
    Retardent

    Occasionally I'll search through tender websites for theme park projects and yesterday's search at work had delivered some treasure. Here is what is worth noting: This is what the queu

  • And we have supports. 

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17 hours ago, Im Hungry said:

Given Tailwhip seats aren't available for purchase online for tomorrow, I assume tomorrow we'll see walk-ins available.

They had walk-ins available today, I managed to purchase one. Hopefully it's the same throughout the soft opening. 

Steel taipan will not be opened tomorrow, was posted on a comment on Facebook by dreamworld 

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Edited by Rabbit2014

Judging by the rankings of each launch, it sounds like the first launch doesn't impart all that much energy - I wonder how fast it could go if it just went backwards\forwards instead of the triple?

(I acknowledge the first 'backwards' probably won't get all the launch track, i'm just curious how it would go if it did)

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-Queue and Theming.
Typical modern Australian architecture, with hints to the taipan, from the obvious skeleton themed queue, to patterns of scales.

The paths around the ride allow for plenty of great places to view the ride.

Landscaping looks nice around the walkways, it will be good to see it in about 3 years time when it is really lush.


The station is well setup, with a very generous sorting area, with dots on the ground for three groups of riders to be batched. The station gates know which train is in the station and won't open row 10 if the spinning equipped train is parked.

I think it needs some dramatic music in the station like the original Blue Fire, to give more buildup:

 



-Launch. As others have said it's not a ballistic launch like Supemrna, just gradual acceleration, but most of the speed seems to be added on the 2nd launch, with the 3rd adding the last bit. on The backwards launch you spend a lot of time coasting along the launch track and then suddenly get caught by the LSMs, which makes for a good suprise.

In the back seats the first roll back feels kind of weird because you feel the train decelerating before you even properly on to the curve.

-Reverse spiral. Really good! A worthwhile addition, because it curves up quite tightly (enough to move your harness down a little bit) and then the Gs are sustained a bit due to the curve, before tapering off into floater. Again good postives on the way down.

-Main layout.
I've always thought the first horseshoe is a bit slow on the original version. A quick moment of darkness as it goes through the tunnel. The loop is strong and maintains the Gs right through the top.
The turnaround to the MCBR has a bit of kick. If you sit in the back there is ejector coming off the MCBR.
the corkscrews are better than I remember on Blue Fire, they actually feel like little zero g rolls, with a good float and twist at the top.
The rock arch is quite cool and there is a definite woosh as you go through.
Good pop of ejector on the hill through the loop.
But of course it's the final roll which is the highlight, attempting to dunk you out of the train at the midpoint.

-Tailwhip
OK this is wild and probably a 'one and done' for many people, since it would probably make you feel unwell if you marathoned (But backwards on DCR does too!) . Try to get an unbalanced ride with someone with a different weight to you.
It can spin moderately but it's not as fast as some of the family spinning coasters I've been on. Highlights included going up the spike facing forwards towards the sky, coing around the loop sideways, so you would see the horizon rotate in front of you.
On the final roll the car managed to do a full spin, so it was like being an astronaut tumbling in space.
It is worth the $25 upcharge at least once.

-Conclusion

Best ride at DW and neck and neck with DCR. It's fast, it's smooth, its got heaps of variety, it's well paced and seems to have appeal for re-riders. One of the best multi loopers in the world in fact.

1 hour ago, DaptoFunlandGuy said:

Judging by the rankings of each launch, it sounds like the first launch doesn't impart all that much energy

The initial push to get moving has some force, from there it's constant, smooth and not at all as intense as Superman. 

Which, on that note, I thought LSM's needed a moving object to accelerate and not a stationary one? Steel Taipan is stationary at launch and no kicker wheels I could see. Have they solved that issue? 

Edited by red dragin

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