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Author Topic: One Minecart Auto-Repeating Water Cannon. *EDIT* (grokking spoilers)  (Read 1900 times)

flameaway

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Yeah, so I was scrolling down through this thing thinking, damn this is really annoying.  Too bad I don't know how to use the forum tools well enough to do a better job.  Then I thought, "If it's pissing me off, I sure am glad other people are so patient..."

Ultimately I decided that since I just built an auto repeating water cannon out of three rocks and a toenail (this is a fun game let me glow for a moment) that no-one would believe I was anything but lazy if I didn't learn about spoilers...

Sorry for the sore mouse wheel fingers.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Initial impressions:

1) Design geometry seems to effect the shot spread.  Maybe this is just because the second machine was producing much higher cart velocities and any angular momentum has less time to deflect a fast shot.

2) As expected shorter recovery paths seem to increase rate of fire.  (I'm concerned about skipping carts across the loading pool.  But if the path itself is short low velocity return may not matter too much.)Means my 4x9 2-z level design has a chance of attaining a much higher rate of fire... You know, if it works.

3) The cyclotron appears to accelerate the cart to the max speed allowed by the game, which indicates to me that the cart is not being significantly decellerated during direction changes.  Either that or three acceleration ramps are enough to attain max speed.  That's the max number of serial acceleration ramps this cyclotron has.  Three and direction change is the pattern in this machine.  Do you think a bigger cyclotron will create a faster projectile...?  I really don't.

4) Rate of fire is the obvious limiting factor, balanced by the ease of setup.  The rate of fire limit is ameliorated when you toss empty minecarts (because you can put several empty carts in one cyclotron.  I'm trying to decide if that would be an efficient solution to seiges.  Be a messy clean up everytime you used the thing.  And, because heavier carts likely do more damage you'd have to build a lot of metal minecarts, or fill up a lot of wooden ones with heavy stuff.



« Last Edit: December 10, 2012, 05:21:24 pm by flameaway »
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Urist Da Vinci

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Wanted to see if it's possible to build a one cart repeating water cannon.
...
Finally:

http://mkv25.net/dfma/movie-2492-onecartwatercannon

Full speed action shot of the water cannon firing. Rate of fire is aproximately one shot every 64 ticks.  I hope to improve this. You may have noticed that I'm using a smaller 2 z-level version of the cannon in this movie.  I think I can make a whole one of these fit in a 4x9 *edit across two z-levels* footprint.

Looks like I need to increase the flow into the water loading trench.  I'm getting dry shots.  Also a bit confused by the shot spread.  It's throwing water everywhere.

Another cool thing about the cyclotron doohickey is that you can set one gun up to fire in any of the four cardinal directions, just by placing four floodgate triggers instead of one.  One floodgate in each wall the cart hits during it's path around the machine.


Anyway.  I was happy to get this working.  First major DF project - well besides learning how to play...

Amazing game, big props to Toady 'n Three Toes.

Cool. Could you post screenshots of both z-levels for the design in the final video?

If it could fire in more than one direction, wouldn't the cart return path below get complicated?

Your simple, single cart design might make water cannons more accessible to the majority of players, who can't handle complex designs such as that made by QuantumMenace.

flameaway

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@Urist
 
I was like a little kid, getting this thing working.  Learned alot about mine carts, which had intimidated me prior to this.

The breadboard setup that I cobbled together works but has some problems.  I figured out a cleaner design over night and I'll put that together and see if it works.

The 'cart recovery' exits from the cannon and the entrance back into the loading system lie outside the rest of the machine, so the routing for the four 'shootable' directions can be set up in a ring around the water loading station. But yes it's more complicated, and no I haven't actually setup my idea for it yet.

I also don't like that when the example gun is repeating, the projectile exits along only one arm of the cyclotron, wasting three quarters of the acceleration available to the structure.

So, I'm going to put an improved version together in the morning and if it works effectively I'll post a design that has:

1)  A fairly simple recovery system for a gun that fires in all four   three directions (can do four but haven't include it in this design). (The spent cart drops through one of four exit holes that all exist outside of the structure of the rest of the machine.  They fall onto the water loading level which is just a one tile wide ditch, so there is plenty of room down there for pathing four carts back into the loader.

2)  A repositioned water loading system that fires into the bottom cyclotron directly south of the ultimate exit -- the one that fires east in the current model.  This will allow the cart to be accelerated for almost the entire 'length' of the path available to the cyclotron.  This will only work for a one direction/one cyclotron level design.  However, my ultimate aim is to create several cyclotrons that are stacked on top of one another. Each will feed into the layer above, ultimately reaching a top layer that will have the firing mechanism.    In this case, the cart/s will already be accelerated by the multi-level rise through the machine. I'm hoping that this will allow multiple carts in the path, in order to increase the rate of fire. (the recovery system slows things down, because a fast moving cart skips across the loading trench.  Any suggestions to fix this would be appreciated.  Propsed solutions should be as simple as possible since this whole project is geared toward minimalism and simplicity)

***

A fairly short tutorial exploring QuantumM's track ramp exploit.

Spoiler (click to show/hide)
« Last Edit: December 10, 2012, 05:26:52 pm by flameaway »
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flameaway

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (plans)
« Reply #3 on: December 09, 2012, 04:28:40 pm »

It occurs to me that you could use something like this in interesting ways...

(sorry if this has been covered)

For example, since one of these cyclotrons will toss a mine cart waaaaaayyyyyy across the map... without track...  that you can save yourself the cost of a track structure and combine some exploratory mining in the same process.

Just dig a single wide tunnel between appropriately place cyclotrons and use this as your material transit system. Just off the top of my head the whole system could probably be made inaccessible to drunken dwarves fairly easily. Toss carts between supply points using the directional gun barrel doohicky I detail above (as a switch).  Cyclotrons transit downward between z-levels just as easily as up...

Setup gun barrel positions and supply them from a central loading station.  The filled cart whips out to the correct  barrel, fires in the appropriate direction and gets tossed back by the recovery station using a return cyclotron.  (probably down a different, return, tunnel.)
« Last Edit: December 09, 2012, 05:58:57 pm by flameaway »
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Oaktree

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (plans)
« Reply #4 on: December 09, 2012, 06:52:10 pm »

It looks like there are four issues to be looked at for using mine carts as weaponry:

1. Loading - in this case dipping the car in a liquid-filled trench and getting it out.  It looks like rollers are needed for this most likely.  I experimented a bit with trying the ramp exploit to get loaded carts out and did not have consistent luck.  (Had it working for while with water in one location, but no luck with magma.)

2. Transit to firing position - this is using ramps and such to get the cart from where it was loaded to a position for firing.  Usually bringing cart up or down z-levels.  A complication in this is using switches or walls to allow for multi-directional firing.

3. Firing - Getting the cart into a position and velocity so that the cart contents are properly flung at the targets.  Additional factor here is the security of the firing position to keep the enemy out; usually using fortifications and open gaps.

4. Recovery - Getting the empty mine cart back to the loading location in order to repeat the cycle.

==

For recovery I have simply been putting a vertical shaft directly under the firing location. The cart slams into a wall - shoots the contents through a fortification located directly above the wall, and then drops down the shaft.  At the bottom of the shaft is a curved track ramp; this causes the car to roll off at which point it can be accelerated further as needed.

From multiple firing points the carts can probably be directed back into a common drop shaft down to the loading location.

Also, would an alternative way to handle firing be to move the car into position at relatively low speeds and then use the "barrel" to accelerate the cart for the last 6-7 tiles as it reaches the firing position?  Curved track ramps in serial order (aka "linear accelerators") can do this effectively and compactly. 
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QuantumMenace

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (plans)
« Reply #5 on: December 09, 2012, 07:21:07 pm »

You could easily combine this larger square with the minecart grinder concept to make a "turnstile". Invaders that enter the square get smashed through fortifications they can't walk back through, great for managing hostile traffic. One of the corners needs to have no outlet or fortifications, so a bridge built there to stop the cart won't throw it out of the square. Note that using an exploit ramp in the corners like in the grinder will make the cart lose its momentum when it hits the corner, but guarantees that it can't be permanently stopped there.
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flameaway

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (plans)
« Reply #6 on: December 10, 2012, 01:38:37 am »

Easy way to load a whole bunch of carts.

Cart stockpile in the bottom of a one tile deep channeled pit.  Say 10 x 10

Fill the stockpile.

Fill pit with water,  Drain through aquifer or into caverns.  Or into another pit with pumps.

Use dwarves to place carts in loading position.

You could cycle a lot of carts very quickly that way.

Did you know that you can set up a pump stack, direct the flow directly down through a grate and spin a mine cart through the resulting column of water...

You get a water covered and dolefully empty mine cart.
 
"Urist! Take the cover off the damn thing first!  You drunken dumb ass!"

"Screw you, you faux super being from a universal epiphenomenal processing system! Kiss the beard on my ass!"

<looks at Urist, solemnly>

"You have a shaggy ass? Ever try a Norelco butt razor? It uses magma... and you can use it while sitting down."

"You made me build that same damn bed fourteen times all over the damn fortress... I'll jam your skull into your brain tissue."

"That's a no?"

"I need a drink."

"Whatever gets you through the working day..."

Anyway... I digress.

Anyway that would be a super fast loader.  Hell a water/magma shotgun would be a snap to build and as fast as the cyclcotron.

<sigh>

Setting up a couple of pumps to pump into a single tile hole fill the hole sorta fast. Draining the water through a hatch in the floor works fairly fast.  Pressure swith in the pit senses the presence of the cart.  Shuts the floodgate blocking the entrance to the pit and toggles on the pumps. Hatch opens, drops the cart (and the water it was briefly submerged in) onto an acceleration ramp in large open room with only the stretch of wall required to impell the minecart.  The water disperses easily in the open room, the mine cart jets off to kill goblins fully loaded.  Requires a lot of switching stuff that I haven't really thought through yet.  Still it's the fastest inline way I can think of.

I should probably go a build the machine I've been designing all day.
« Last Edit: December 10, 2012, 01:53:00 am by flameaway »
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mscantrell

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (plans)
« Reply #7 on: December 10, 2012, 10:19:33 am »

Excellent explanations!
Two Internets and six masterful socks for you!
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flameaway

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* (yes again) Update
« Reply #8 on: December 10, 2012, 10:50:39 am »

Okay I have a working machine with a structural problem and a dissolving fort.

I misplaced the fortified wall one square and the car won't path down the recovery hole after the first shot and so won't repeat. Easy fix and means the whole machine will work when I adjust that fortified wall.

But the first shot was successful (and either by chance or no a lot more organized with a greater range, impossible to tell a trend from a single shot)

Have to go into town for awhile but I should be able to get a few more test shots in and will post a movie of full auto action and rate of fire.

Redrawing the plans to match the actual machine will probably happen tomorrow.

I've also kept a log of the entire build and test process.  I'll squash that into some kind of logical format and post it, so that folks will see some of the common mistakes that arise during setup.  (took 6 shots before I achieved a good result, mostly due to misplaced track sections)
« Last Edit: December 10, 2012, 10:53:32 am by flameaway »
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flameaway

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Re: One Minecart Auto-Repeating Water Cannon. *EDIT* Yes again (build progess)
« Reply #9 on: December 10, 2012, 01:12:23 pm »

QM, hadn't consider using a fortification that way.  You could knock em down into a path to your arena.

Or if you put one cyclotron inside another you could ping pong (frappe) invaders back and forth, (likely very quickly) through the fortifications between the two cyclotrons.

Two cars in the grinder (grinder was a nice idea BTW) work much more effectively.  The invaders can sometimes catch one cart, but a second one bumps into the stopped cart and gets them both moving toward a harmonious minecart pathing solution, (after while bashing spleens and breaking ears) Plus loading a grinder cart with 80 plus rock block increases the weight of the grinder cart dramatically, to around 1500 whatevers.  The blocks will stay in the cart until it hits something then you suddenly have a bunch of building material flying about annoying the local fauna.  I want to test to see if an actual difference in the level of damage dealt occurs with a heavier cart.

So I think using your fortification idea and bashing encroachers repeatedly back and forth through a fortification will help keep the carts flailing about by turning goblins into projectiles that transfer energy to stuck carts. 
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