Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Help with minecarts - my math isn't adding up  (Read 657 times)

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Help with minecarts - my math isn't adding up
« on: May 17, 2013, 08:55:59 pm »

So I'm using the physics numbers given on dwarffortresswiki, and I can't figure out why my minecarts are rolling to a stop.

Here's the relevant information about the track:

Quote
1 straight
57 down ramps
12 straight
1 down ramp
66 straight
1 down ramp
2 straight
1 curve
2 straight
6 down ramps
8 straight
13 down ramps
2 straight
1 curve
2 straight
1 down ramp
2 straight
1 curve
Cart stops

A visual inspection shows track on every tile, going in the correct direction; I've also loo(k)ed at all of the down ramps on the initial down-slope, and they all say they're going North (which is the direction I'm pushing). Riding doesn't help - it stops in the same place.

Spreadsheeting the numbers, the closest I can get to reproducing this behavior is if the downward slopes are being treated as un-tracked floors. Which... what?

Starbucks is closing but I'll upload the save when I get home.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Help with minecarts - my math isn't adding up
« Reply #1 on: May 18, 2013, 12:03:09 am »

http://dffd.wimbli.com/file.php?id=7671

Save uploaded.

Quote
F2 takes you to the start of the minecart track in question. It's the one labeled "Downward". To test, create the departure condition "Immediately push when empty of all items."

Please don't mind the inefficient fortress design - I was originally planning to make a segregated society which interacted only by minecart, but then I got distracted... I'll get back to that eventually.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

backora900

  • Bay Watcher
    • View Profile
Re: Help with minecarts - my math isn't adding up
« Reply #2 on: May 18, 2013, 08:02:14 am »

I looked at your tracks and I must say they are wrong. They are not connected because every ramp is only north. They have to be north/south to properly connect. To create such a ramp you have to designate carve tracks (d-T) on 3 tiles in a row (in your case wall-ramp-open space) or construct them if you have too much stone (b-C-T).

The directions on those tracks say where are the tracks leading from the center of the tile. That means that 1 direction (e.g. only north) is for end piece and 2, 3 and 4 are for middle pieces of the track. If you look at those straight segments you can see that they are also north/south.

You will notice that the minecart is moving quite fast after the ramps are connected. That will lead to some sort of derailment after those long straight segments and I can only advise to build there some track stops with high/medium friction to slow the cart down. But you can also set the carts to be guided.

To explain why is the minecart moving for so long, I think it is due to "buggy" track ramps:
http://dwarffortresswiki.org/index.php/Minecart#Impulse_ramps

Also 10 fps on my pc is really painful. :-\ :)
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Help with minecarts - my math isn't adding up
« Reply #3 on: May 18, 2013, 11:41:07 am »

Yeah I play Dwarf Fortress kind of like an aquarium game, so I prefer my game to be running at no greater than 20 FPS :). Though this fortress runs at 15 FPS on my laptop.

Thanks for the diagnosis! I had tried to connect by going up a Z level, didn't think of going into the wall itself.

Unfortunately there is no impulse ramp behavior in my current setup - I've been messing around with the numbers and the down ramps have to be generating as much drag as an untracked floor to generate this result.

Thanks again!
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back