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Author Topic: On Impulse Ramps and Tight Corners  (Read 577 times)

Spitemaster

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On Impulse Ramps and Tight Corners
« on: December 31, 2013, 08:19:45 pm »

It appears that minecarts going around corners can be pinned there if other minecarts are running into them.  I don't know if this only applies to impulse ramps; more testing may be required.  Anyway, if we have a situation where the track is like this:
▲╗░
Where the ▲ is an impulse ramp pointing toward the corner (the ╗ can also be an impulse ramp pointing south), two minecarts will get stuck there.  I think what happens is that the one on the impulse ramp accelerates and runs into the corner minecart, which hits the wall and loses all its momentum AND the progress around the corner.  So if the corner is an impulse ramp, it doesn't work - the first minecart get moving faster and keeps draining the second's momentum.

This puts a fundamental limit on the number of minecarts in a closed system; according to my science they need to be at least 8 ticks apart.  I discovered this trying to make a pile driver as described here.

It was tremendously bloody - and all the minecarts derailed after one too many hangups like described. :(
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blue emu

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  • GroFAZ
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Re: On Impulse Ramps and Tight Corners
« Reply #1 on: December 31, 2013, 09:10:59 pm »

It's also possible for a minecart to get pinned right over a channel by another minecart, so that it won't drop down through the hole in the floor. I've experienced jams in my eight-barreled squirt gun when the carts are spaced too close together. Not sure just how to avoid this problem.
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