What I'd really like to see is a system that allows me to create a 1x1 power shaft of vertical axes with gear assemblies (though it might just be a shaft of gear assemblies) that I can power at the top. In this case, I would only need it to be a helix, possibly just a single helix, that is compact and has space for rollers connected to the power, sending carts up. It doesn't have to send them down.
That sounds very much like what I wrote about 20 posts ago.
http://www.bay12forums.com/smf/index.php?topic=109460.599
I had a minor problem of providing the power with axels without allowing dwarves and animals to path into the helix. The solution I made was to channel a couple of floor tiles in the axel corridor down into a underlying room.
My first helix solution was 5x5 -- in the end, I think it worked more easily despite the (slightly) greater power requirements.
I have several working corkscrews in my current map.
Things to note:
Angled down-tracks (e.g. Down NE, i.e. corner ramps) are more prone to derailment, even with walls, when traveling downwards.
A 3x3 is more unstable than a 5x5 going up or down, because of the lack of horizontal tracks on each level -- these slow the cart slightly, and allow for re-alignment after derailing. A 3x3 helix has the cart changing Z's as well as direction very quickly. I have had to build Slowing Trackstops and longer loops at various levels in some of my 3x3 towers to make them safer. This is less of an issue with items than with riders.
Rollers on Highest built on an up ramp will launch carts off the track (bad in a 3x3 riser tower, where the next tile is a corner)
Oh and Track Stops don't dump riders. (which is very disappointing
).
And finally, the easiest track switch is does not use a roller. It uses a retracting bridge overlapping the corner.
1
1
1
1 1 1 1 1
.
2
2
2
2
Track 1 is designated with a corner, not a T-junction into 2.
Track 2 is designated without a terminus (i.e. continue it into 1 but un-designate the squares between 2 and 1, and make sure to redesignate the corner of 1
1
1
1
B 1 1 1 1
B
B
2
2
2
Build the retracting bridge B over the corner square of 1 and into 2.
Retracting the bridge reveals the corner track and the cart continues along the corner of 1 towards the east.
Extending the bridge makes the cart continue to the south into 2.
Much easier than the Wiki's proposed T junction.