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Editing DF2014:Minecart

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Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.
 
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.
  
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is above derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.
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The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.
  
 
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In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.)  
 
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.)  
  
Carts will also start "jumping" from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length.  
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Carts that are traveling at derail velocity will also start "jumping" from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length.  
  
 
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.
 
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.
 
There's a takeoff period before the cart stops interacting with terrain and starts counting as a projectile, even if it is clearly flying over a pit. The "runway" length before takeoff is affected by the velocity of the cart. After flying through the runway, the cart starts acting as a projectile. However, if the last tile of the runway is a floor, the cart will not act as a projectile for 1 extra tile. In other words, the runway is extended by 1 tile if its last tile is not open space.
 
  
 
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp "tricks" the cart into thinking it has already started going downhill.  
 
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp "tricks" the cart into thinking it has already started going downhill.  

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