...Here is the picture of my bridge. I had some debris from a battle on the bridge when I retracted it. One piece ended up stuck in the first slot of the fortifications on the right-hand side. One piece ended up on top of the fortifications on the left-hand side (there is a floor up there). One piece ended up on the walkway behind the left-hand fortifications. The rest landed scattered around on the ground.
Thanks very much for the picture, it clarifies a few things and the other posts answer my questions to you completely. Glad you contributed what you could, as it was pretty darn useful for wrapping my head around this.
There was some bridge flinging experiment that was done by somebody who probably added that information.
Ah yes, here we go.
That link is pretty wunderbar, and I'm obliged to you for bringing it into play
This sorta material is really useful for folks with my mindset. And speaking of...
From what experiments I have done, the size and shape of the bridge seems to have nothing to do with how far objects are thrown. Retracting bridges throw objects up to three tiles X,Y and Z. Raising bridges throw objects up to 11 tiles X, Y and Z.
Thanks, and thanks for doing the tests in the linked thread above! Dwarf science owes you a great debt. If I make something innovative from it, I'm naming a portion of the mechanism after your forum account
Any items "under" a bridge when it lowers get obliterated. Items flung by a bridge that hit a wall simply stop and fall. I don't think items traverse Z-levels when they get flung, so the height of the wall shouldn't matter.
Actually, it does go up at least one z-level. Note that there is no access to the items in the POI. The drawbridge that flung these items is 1 z-level down from these items.
Also, water indeed pushes objects, such as sweeping a baron off a precarious ledge. My understanding of fluid is that an object will be pushed, but only if water can move from one tile to an adjacent one. That's an extremely over-simplified statement that isn't necessarily always true, I know, so someone else should better explain it.
Righto, always good to have one's suspicions confirmed. Glad I wasn't completely off.
He means that when all the water tiles are at 7/7, there is no flow in this context. Even more generally, if all the tiles of water are at the same level, there is no flow, though all 7/7 is easier to reproduce. Pushing flow only happens when water moves from a tile with more water to a tile with less water, though I don't know what the specific numbers have to be (i.e. it's possible 2/7 water cannot push, but that's an unqualified statement on my part. Don't take it as fact!).
Since pushing relies on water movement, and water movement is more or less random, then item or creature movement will be more or less random depending on how the water is flowing. Also, since pushed items can bug out and disappear, ceasing all interaction with fluids (and just about everything else), item pushing is far from deterministic.
Thank you for expanding on the previous bit of input there, it was damn helpful, as was the third point you made, which I left off. I should've checked the wiki edit history meself.
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Well, this leaves only a few relevant inquiries for my purposes:
1) In the thread Jim linked to, someone (think it was a poster by name of Winner) posted that pitching drawbridges (the ones that lift up and fold away) atom-smash water when they're lowered without flinging it anywhere, but didn't mention if either variety of bridge could fling water in any of its states (different water heights, full squares, extending bridge retracting in/telescoping out, pitching drawbridge lifting). Anyone know the characteristics (or, well, ability of water to be flung) in these other conditions?
2) Can water-wheels be made to turn and create flow, movement, or current in a body of still water? Is there any method of creating flow, movement, or current in said body short of adding in water or altering the means of drainage in the watershed mechanically (like by opening a floodgate into an empty, adjacent space so water drains out)?
3) Do grates drain water at a set rate related to number of system steps, or a variable one related to CPU cycles and performance? What does it take to clog a drain, and how easy is it to do so? Does the flow into them create a suction effect on any nearby objects and, if so, to what degree can one balance this out by placement of other drains or whatever else ingenuity provides?
4) What's known about the error rate in relation to water currents making objects disappear (or 'bug out') when said objects are moved randomly? Does it happen only in certain cases, and if so, are they at all controllable (for example, they only bug out when moving diagonally into a corner, or whatever)?
5) What DO we know about required height/water level in order to push objects, and how universal are these numbers?
6) Are grates, hatches, or lowered floodgates obstacles to objects being carried by flow or water-current?
I'll be using my search function some to answer the stuff on the list as much as possible, but voluntary contributions are quite welcome.