***EDIT***12/10/12
New gun works, very much better than the breadboard model. It is still very slow, because:
1) I've choked down the speed of the recovery system, by not placing acceleration ramps. I did this purposefully because I'd like to 'dynamically tune' the system. That and test to see if a speed increase during the recovery process translates to a faster gun. So rate of fire is fairly meaningless at this stage of testing.
2) I've only spun up one cart into the magazine, the upper cyclotron. (I'll be trying to capture a movie of a two cart payload before my fort dies. Might not be succesful though.. I hope that I have solved the problem caused by inserting loaded carts into an already loaded cyclotron. The difference in speed causes violent collisions that unload the payload of both carts. To address this issue I have created a path that spins an entering cart through an injection cyclotron that's almost identical to the actual magazine. I'm hoping that this will get additional carts up to speed before entering the magazine proper. There are sixteen possible positions for a minecart in the upper cyclotron (good argument for using a larger cyclotron for weapons of this nature. Larger cyclos reduce the chances for entry collisions with additional carts). Most of the time the cart will enter the upper magazine safefully. The other times I expect I'll have a couple of carts semi-Newton cradling around until each sorts out a place for itself in the upper cyclotron. During this process the cannon will be firing some dry shots. But the carts should reload properly and continue to path through the machine. Not sure I can test all this today because my fort appears headed toward a major tantrum spiral. No biggie, I'm save scumming to get results anyway. But it delays things a bit while I redo stuff.
Here are screen shots of just the machine
Aquifer lever:
Cart loading:
Magazine pre-acceleration and recovery:
Where the pain happens, just kinda slowly:
Succesful stop motion test firing.
http://mkv25.net/dfma/editusermovie.php?view_movieid=2494Did you see that? This movie is why I didn't wait to show complete results. Check this out careful
http://mkv25.net/dfma/movie-2493-lastrecordSee all the water spots to the right? This thing fired
ten or fifteen times approximately ten timesand then shot the moving cart and the stationary cart right through the damn fortified wall... I caught it during a record. This is the source of my earlier problem when I thought I'd misplaced the fortified wall. I discovered that I didnt' misplace it. But I had no idea the mine cart disappeared because this cannon shot it through the fortification. I thought it was one of those decontruction quantum dump bugs. Look at the water payload. The (833) units of mud laced water unloaded beginning at the stationary cart position and end in the tile of the fortified wall. Yes, the wall is still there, how could it not be? I checked, though.
Has anyone seen a shotgun do that before? Both cart down range, fast. Is the range that this thing is tossing water similar to that achieved by other water cannons?
{I just watched this sequence more carefully. Somehow the blocking cart ended up in the recovery path and paths right through the machine...
behind the projectile. How the heck did that happen? The recovery channel is behind the blocking minecart (that's the whole point of it). Did it bounce in there, when struck by the silver cart? It is a wooden cart, and much lighter. Really interesting ***edit upon further reflection I'm fairly certain of the bounce theory. We've seen this behavior before when loading multiple carts in a cyclotron. Jostling unloads the carts at high speeds. And every once and awhile the video shows the projetile unloading at the blocking cart position. So the innocent little light weight *oaken* minecart gets slammed into and gains a tiny vector. The silver cart starts dribbling it against the opposing wall until things get out of step and presto change-o the wooden minecart bounces into the trench just behind the silver mine cart. Both whip around and hit the far wall with the wooden cart bringing up the rear.}
Bad news is that I forgot to save the movie showing the auto repeating shots. I'll try and catch this whole sequence on one movie.
In action:
http://mkv25.net/dfma/movie-2495-fullspeedrepeatingshotsThis is pretty interesting. The blocking minecart is unloading the projectile's payload, but only every once and awhile. I wonder it thing is approaching some collision energy limit. But it looks to me like the water gets deep enough to occasionally wash the blocking cart right through the fortification. If this thing was fast I'd have been looking for an off switch.
I also have the aquifer flow at half what it's currently designed to deliver. One floodgate is closed. I suspect the cannon is experiencing a lot of dry shots, because it's taking two units of water out of the trench faster than it can be replaced. That's a bit surprising if true, consider this thing is operating slowly.
I simply don't understand why the payload is occasionally unloading at the blocking cart. I'm not experienced enough with cannons know how put this result in context. Hell this cannon I've got is the only one I've actually seen operating. So I have nothing to compare this result to.
Could use some feedback on this... please.
Here's the first test of the aiming mechanism:
http://mkv25.net/dfma/movie-2496-switchfiringdirection-failureReason: I did not place an acceleration ramp after the corner ramp. The shot hit the wall rolled to the bottom of the direction change ramp and stopped... as you'd expect.
I've also tried inserting a second cart into the cyclotron.
Here:
http://mkv25.net/dfma/movie-2497-injectsecondcartFailure: This is pretty interesting. This result indicates that the time spent in a cyclotron increases velocity past what is achievable when coursing around one circuit. In other words each circuit adds a bit of extra velocity. Therefore, unless I've missed something, corner track ramps when used for direction changes do not appreciably slow a mine cart. After all they make up one quarter of the track positions in the cyclotron. So any friction caused by direction changes is more than a factor of four less than the total acceleration provided by the twelve acceleration track ramps.
There seems to be an easy solution to this problem with the current model. Just let the second shot spin up to speed in another cyclotron before trying to insert it as a second cart in the magazine cyclo.
This pretty much completes the main testing I wanted to achieve with this iteration of the cannon. Oh there's some other stuff I could do, but the fort is dying and response is getting slow. So at this point I'm gonna call it a wrap on this trial. I have some plans to redraw and a more coherent presentation to put together on this run.
Oh yeah, I'm gonna open up that other floodgate and see if increasing the aquifer flow decreases the number of dry shots. (No luck, my game just crashed)
At this point, I'd really appreciate some feedback on this cannon. The two carts through the fortified wall was very surprising. As was the cycling speed considering I set up the slowest recovery system possible. I'm going to go watch some video of other cannons in operation. (I didn't want to watch them before getting a working model myself)