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Editing User:Vasiln/minecarts

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Far.  At least 30 tiles.  At least 79 tiles.
 
Far.  At least 30 tiles.  At least 79 tiles.
 
*'''How many impulse ramps does it take to reach derailing speed?'''
 
*'''How many impulse ramps does it take to reach derailing speed?'''
Having two impulse ramps in three tiles will do it. '''Correction: that's what older testing told me, but I needed 3 ramps in a row later.'''
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Having two impulse ramps in three tiles will do it.
  
 
More than one.
 
More than one.
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*'''Is there a way to build two impulse ramps directly adjacent?'''
 
*'''Is there a way to build two impulse ramps directly adjacent?'''
  
Not that I can see.  Might be some weird things you can do with constructions, but otherwise, ends up making t-junctions. '''Correction: fairly easy, either with constructions, or smoothing.'''
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Not that I can see.  Might be some weird things you can do with constructions, but otherwise, ends up making t-junctions.
 
*'''Can you get impulse by dropping (via hatch) onto a ramp?'''
 
*'''Can you get impulse by dropping (via hatch) onto a ramp?'''
  
 
Yeah, works fine.
 
Yeah, works fine.
 
*'''How many impulse ramps do I need to climb one z-level?'''
 
*'''How many impulse ramps do I need to climb one z-level?'''
 
 
Two does the trick, one isn't enough.
 
Two does the trick, one isn't enough.
*'''Can you build a raising drawbridge on top of an impulse ramp and in front of an impulse ramp to automate circuit running and stopping?'''
 
 
No.  Drawbridge cannot be built such that raised, it blocks the impulse ramp.
 
  
 
===Things built on top of an impulse ramp===
 
===Things built on top of an impulse ramp===
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*Raising bridge, closed (off), based on adjacent tile: keep in mind "closed" here means flat rather than raised.  Ditto anyways.
 
*Raising bridge, closed (off), based on adjacent tile: keep in mind "closed" here means flat rather than raised.  Ditto anyways.
  
Oh well, that's the way it goes.  '''Correction: my design wasn't actually testing this.  However, re-testing suggests the same.'''
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Oh well, that's the way it goes.
 
 
==Intentional derailment==
 
*Derail onto track running perpendicular to velocity: doesn't appear to slow cart
 
*Retracting bridge over corner: derails cart when closed, not when open
 
*Raising bridge over corner: ditto
 
*Hatch over corner: does NOT derail carts in either state, suckoid
 
*Diagonal velocity, basically a guarantee of derail whenever possible?
 
 
 
===Bridge over tracked ramp===
 
Deserves its own section.  Works the same as without ramp-- that is, bridge at corner derails cart.  Impulse still granted by ramp in open case, apparently not in closed case.  (Compare to impulse ramp NOT at corner, which appears to give impulse regardless of status?  But that was flawed testing, don't be so sure.)  Note that to do it with a raising bridge, the raising bridge has to be based in the direction of derail-- but doesn't have to be a 2x1 bridge, base could lie 10 tiles from corner.  Testing was done with constructed ramps, which lay on top of track, in case we have trouble recreating....
 

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