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Carowinds 2019 - Copperhead Strike: Mack Double Launch

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I saw both halves. If you’re wondering why it stops at the second launch, that’s because the engineers need to check and adjust the coaster train in its current place before launching again.
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Kw6sTheater wrote:
I saw both halves. If you’re wondering why it stops at the second launch, that’s because the engineers need to check and adjust the coaster train in its current place before launching again.

And you didn't shoot a video? Tsss... :P
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Doesn't look like one of MACKs forcefuller launches but I could be wrong though
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Dirk_Ermen wrote:
Kw6sTheater wrote:
I saw both halves. If you’re wondering why it stops at the second launch, that’s because the engineers need to check and adjust the coaster train in its current place before launching again.

And you didn't shoot a video? Tsss... :P


Sorry, I meant I watched both halves on YouTube. I saw Copperhead Strike up close during the ACE Winter Warm-Up construction tour, but they wouldn’t test it for us.
1. Voyage 2. Intimidator 305 3. Maverick 4. Skyrush 5. Mindbender (Galaxyland) 6. Fury 325 7. Kumba 8. Goliath (Six Flags Over Georgia) 9. The Beast 10. Phoenix

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RCT3andNL2stuff wrote:
Doesn't look like one of MACKs forcefuller launches but I could be wrong though


Mack doesn't really do that lol
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Sign for Copperhead Strike, as well as the various pieces of theming around the ride:

Image

Image

Image

Image

Image

Also, the headlights on the lead car actually work:



Sources:

https://www.instagram.com/p/BvNItx0FPtF ... e=ig_embed

https://twitter.com/Carowinds/status/11 ... 0732558336


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1. Voyage 2. Intimidator 305 3. Maverick 4. Skyrush 5. Mindbender (Galaxyland) 6. Fury 325 7. Kumba 8. Goliath (Six Flags Over Georgia) 9. The Beast 10. Phoenix

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Love the functional headlights! Love it when parks actually have those, makes night rides so much more interesting! :D
Coastercount: 1171 (I've seen the world and it's horrid contraptions... @.@)
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