Oh hi,
I made a mod that might be useful in testing: viewtopic.php?f=25&t=95330
It'll display your current speed and stored energy/momentum. I haven't updated it since I first released it but the source is there and commented if anyone would like to play with it.
In making that mod I looked at the minecart code a bit. There is only one variable for minecart velocity. Momentum is not stored separately or anything like that. Each frame (tick/cycle/whatever) the lesser of a constant and the current velocity is assigned to a temporary variable and the minecart is moved by that amount. Velocity changes, negative and positive, ignore the cap until the variable itself caps out.
When a minecart loses velocity due to friction, collision, or hills the effect is multiplicative. I believe it loses 25% of it's velocity a tick on a flat track. That sounds wrong, I'll have another look at the code later tonight if I can find it again.
Anyways, I've gone to the darkside and started using Minecart Mania. It allows for complex stations in a much smaller space. I do still like to play around with these kind of systems though, nice work.
Missing a few key words, whoops. Is the thing that activates the booster (which activates the counter), the booster on the double double booster in my device.
Responding to your question here: Yes, any of your boosters on the outside of the loop. Looking at your new diagram though, my counter wouldn't be the best choice, since your width is nice and narrow. The boosting/counting cart would probably not make it back to the start point before your power-cart gets there, since the booster travels an extra 10-ish tracks in the counter, while your power-cart travels 4 extra track lengths (2 tracks N, 2 tracks S). When I made this design, I was thinking more about a zig-zag design, where I would have more time for the counting cart to reset itself (e.g. the power-cart would go left, then right, then left, then right, then return to the start point vertically. While the power-cart is going left and right the 2nd time, the counting booster would have reset.)
It looks to me like you're using SR-NOR latches (what you're calling "memory blocks") and AND gates as a cobbled-together counter. The correct names of these components are here. They're the same as the actual components used in digital logic. Making up your own terminology is just going to confuse people and hinder communication, IMO.
If you're looking for alternative methods to measure the time before you reset you can still use the underground minecart to time the pulses, but it might be cleaner connecting this to a series of T flip-flops or some other digital counter circuit instead of the chain of components you have going on now. There is a considerably smaller T flip-flop design (than the one on the wiki) here.
You also might be able to get away with sticking the pressure plate under one of the booster carts to count the number of loops instead of using a cart underground.
It looks to me like you're using SR-NOR latches (what you're calling "memory blocks") and AND gates as a cobbled-together counter. The correct names of these components are here. They're the same as the actual components used in digital logic; making up your own terminology is just going to confuse people and hinder communication.
I know I'm going to sound like a total newbie for saying this, but I find your terminology much more accessible than the terminology used for the logic gates... If you do succumb to peer pressure, I hope you'll use both instead of only the latter.
OP, the laws of physics would like to have a word with you.
Wasn't me! Blame him! ----->
@AlmtyBob
My friend is going to download the mod and check it out, see if we can't get a more definitive test for this, thanks!
And it's saddening to hear you've gone over. Working within the confines of what the game gives you is really challenging and fun for me... but I have heard and seen some things about the Minecart Mania, and it looks complex enough to offer challenges and fun. So I'm curious. Very curious.
@howlingmonkey
Okay, three things for you.
1. While yes, using the correct terminology might hinder slightly some communication, chances are if you are using the terminology then you already have enough experience and or smarts to easily determine what my device is doing. A lot of people new to minecraft or even just not experienced in redstone (aka, the majority) would be even more confused by my using the correct terminology, instead of something that can be remembered and understood easily through common sense. You could easily understand what I was doing, no? You can look at my "memory block" and say, "oh wow, what an idiot, he's using SR-NOR latch." I'm willing to bet anyone else looking at it with your knowledge can say the same thing. But keep in mind I did these by myself, without the wiki or reading up on redstone.
2. I looked at the T flip-flop, built the condensed one that was put up. For those who don't know, a T flip-flop is a device that needs to be given power twice in order to turn off. Essentially- Button press one, turn on. Button press two, turn off, instead of button press, turn on and the off. It would double the time for each one you put down. Yes, it would work, but you'd have to chain 2 or 3 together. Or rather, 2 of them, and then use my system for more pinpoint accuracy. Now I'm personally not going to demo that method, because, well I don't have room for it (you'd have to loop it either from up top or around, and my work space isn't large enough), and because I didn't invent a version of it myself. I feel like it's pulling some of the fun away from it. But for those of those who would like to try that as a space saver (you're still going to take up quite a bit of space, it isn't small exactly) build the one from that graph, build another one facing that, hook up the Q and T of one of them (the Q is the output, the T is the trigger) the one that's closest to your minecart trigger or whatever else you're going to use being the Q, and the one farther away being the T. Hook the T of the first one to your trigger (the minecart) and the Q of the farther one will be going out the other side. All of this will have to be underneath the T flip-flops, except for that last Q, which has to be above. You're going to wire that Q to some of my memory blocks and gates, two max, and that will feed to the final memory block, activating the switch. The reset is going to hit the two memory blocks as per normal, and the you are going to have to place the reset for the T flip-flops underneath the block right above the bottom right corner (if you were facing the input and output area of the T Flip-flop). That should allow for approximately the same time my current system does. Approximately. I haven't tested this, this is just theory. Now didn't that sound all extremely complicated? Not exactly the most user friendly method, don't try this unless you're competent with redstone.
3. I've mentioned this before. This would alter the booster in a negative way (putting a pressure plate down on the middle booster or even the side boosters). Instead of the middle booster boosting the smart cart, the smart cart would be boosting the middle booster past the uneven patch.
@icks
I'm getting mine down to somewhere around those dimensions too, curious to see how you've done it.
It will be hard to beat redstone in terms of smallest footprint to make a counter.
In my own project, if you use a cascade a series of RSNOR latches with an appropriate gate (instead of using T-Flops) as the OP has done here, you can get it down to 4X3 per cell (at least with my own design).
I'll post a schematic later.
In terms of a small-scale (single) or super-large scale (tower-full), counters made of redstone will likely be simpler, and probably smaller. However, when you're using redstone to control minecarts, there is an inherent benefit to using minecart-driven counters: The counter uses a booster as the input device, which means it does not interfere with the main minecart system, and the booster can also be used as an output device. This helps in synchronization, and sometimes removes the need of an entire redstone system.
For this minecart system, his original draft contained an oscillating-minecart clock, and the nice big field of redstone wire. With my quick prototype, I was able to shrink all of that into the tower, and I was using the system itself as a clock instead of using an external clock (prone to desynchronization with the core system). Of course, the OP brought up a valid concern: tracks are more expensive than redstone.
I'll work on another design to shrink the tower later.
I've been thinking about the tower counter, and I like it, especially since it counts the number of loops precisely, and there is no need for the reset, thus eliminating all pressure plates on the reset, which is very helpful in making sure it never bugs. Problem is, it's a lot harder to hide than the wiring, and like I said, more resources. Still, it only needs to be 5 carts tall... And maybe a bit of a horizontal design too... hmm I'm going to see if I can make it smaller too.
I've been thinking about the tower counter, and I like it, especially since it counts the number of loops precisely, and there is no need for the reset, thus eliminating all pressure plates on the reset, which is very helpful in making sure it never bugs. Problem is, it's a lot harder to hide than the wiring, and like I said, more resources. Still, it only needs to be 5 carts tall... And maybe a bit of a horizontal design too... hmm I'm going to see if I can make it smaller too.
"Hide"? XD I encased it in glass! Watching the counter tick down is kinda cool for a random visitor, I'd think. Plus it works as a "are-we-there-yet" indicator. Secondly, if you have an even # of loops, simply cut the height in half, and change my XNOR gate to an AND gate (the gate is smaller too). The redstone wiring can definitely be compacted, I screwed up a few times and jury-rigged it back together.
It definitely has some drawbacks (iron :sad.gif: precious iron.) but I thought you'd be interested in the synchronization benefit. :tongue.gif: Hope it helped a bit. Keep up the good work!
I'm not gonna lie by saying I understand everything you said or how this thing works exactly
but man from the parts I do get I have to say
I'm impressed
will have to look into this stuff some more
It seems overly complex...I don't know but it just looks like an insane mess of wiring & carts for what? A little more boost? Kinda overkill...
So we have 2 double boosters per loop, each is 8 long...
8 times 2 is 16...
16 per loop times 5...
80 blocks of double boost...
Subtract some lost momentum on the turns...
To me it seems ten billion times simpler to just make an 80 block long double booster as a "launch". Sure, you would need 90 pieces of iron just to make the booster section(really not much imho, considering all the time, carts, redstone, and space), but its so much simpler and easy to set up. No redstone counters (That was cool tho...) and no fancy track pieces.
Not that the design is beyond me, its just that it is far too complex for the use it will probably get, and if I am right, you can make a much simpler much smaller design that does the same exact function.
Id like to know, just how much space does your full system take up? Considering what I have seen in the videos, an 80 block section of booster would be minuscule compared to it.
I would also like to mention that your hill test is useless...
Sure, it can make it up, but as it comes down it gains most of the momentum back causing it to look like its traveling a lot longer than it is.
It seems overly complex...I don't know but it just looks like an insane mess of wiring & carts for what? A little more boost? Kinda overkill...
So we have 2 double boosters per loop, each is 8 long...
8 times 2 is 16...
16 per loop times 5...
80 blocks of double boost...
Subtract some lost momentum on the turns...
To me it seems ten billion times simpler to just make an 80 block long double booster as a "launch". Sure, you would need 90 pieces of iron just to make the booster section(really not much imho, considering all the time, carts, redstone, and space), but its so much simpler and easy to set up. No redstone counters (That was cool tho...) and no fancy track pieces.
Not that the design is beyond me, its just that it is far too complex for the use it will probably get, and if I am right, you can make a much simpler much smaller design that does the same exact function.
Id like to know, just how much space does your full system take up? Considering what I have seen in the videos, an 80 block section of booster would be minuscule compared to it.
wouldn't look half as cool as though
Quote from Xaiier »
I would also like to mention that your hill test is useless...
Sure, it can make it up, but as it comes down it gains most of the momentum back causing it to look like its traveling a lot longer than it is.
not quite sure here
but wouldn't the cart lose more momentum going up than it gains coming down? (just seems logical, because otherwise a hill would be enough to create perpetual motion)
so it would cancel each other out, right?
Well personally I find a neat and tidy "magnetic" launch system to be much nicer than a giant animal trap gone wrong, but w/e...
Quote from zwenkwiel »
Quote from Xaiier »
I would also like to mention that your hill test is useless...
Sure, it can make it up, but as it comes down it gains most of the momentum back causing it to look like its traveling a lot longer than it is.
not quite sure here
but wouldn't the cart lose more momentum going up than it gains coming down? (just seems logical, because otherwise a hill would be enough to create perpetual motion)
so it would cancel each other out, right?
Well, if the Minecraft world follows any logic (lol) the same momentum should be subtracted for going up as is added when going down. If so, all the hill did was lengthen the time & look of the test without actually adding any physical length.
Okay guys, expect an elaborate tutorial (or two) once my finals are over (which means give me a week or so). I'll lay down the track, show you different ways to make a counter, show you the smallest I can make it, etc etc.
@Xaiier
I don't think that long of a booster will work, I tried something similar to it before, but hell, I'll give it a shot later, tell you the results. Also, it wouldn't only be the 80 length main track, it'd also be the 80 length booster. And another 80 is you wanted to make it a double booster. And the then extraneous stuff like the reset booster, which you'd still need. Plus the timing additions. It'd either have to loop back or go all the way back on the same track. Alternatively, You could build a 40 track station, and then just have it loop back on the same boosters, then go out to the reset or player.
Or you could just be talking about putting a booster that's 80 tracks long next to a normal station. I'lll try them all.
Also, let's assume that the carts gain everything they loose going up the hill. So the only distanced traveled each time going up would the distance traveled horizontally. Why! That might just be a circle you might be talking about. Theoretically, if it just travels horizontally, then it'd be the same whether it went up or not. Like a circle test or something conclusive like that. One that's even longer than my original track. Golly.
Okay guys, expect an elaborate tutorial (or two) once my finals are over (which means give me a week or so). I'll lay down the track, show you different ways to make a counter, show you the smallest I can make it, etc etc.
@Xaiier
I don't think that long of a booster will work, I tried something similar to it before, but hell, I'll give it a shot later, tell you the results. Also, it wouldn't only be the 80 length main track, it'd also be the 80 length booster. And another 80 is you wanted to make it a double booster. And the then extraneous stuff like the reset booster, which you'd still need. Plus the timing additions. It'd either have to loop back or go all the way back on the same track. Alternatively, You could build a 40 track station, and then just have it loop back on the same boosters, then go out to the reset or player.
Or you could just be talking about putting a booster that's 80 tracks long next to a normal station. I'lll try them all.
Also, let's assume that the carts gain everything they loose going up the hill. So the only distanced traveled each time going up would the distance traveled horizontally. Why! That might just be a circle you might be talking about. Theoretically, if it just travels horizontally, then it'd be the same whether it went up or not. Like a circle test or something conclusive like that. One that's even longer than my original track. Golly.
Sorry I enjoy my sarcasm =P Just joking around
I realize this, and the 90 pieces or iron account for the triple track...
It has to be on both sides, because thats how your boosters work... Obviously is could be fine tuned...
Also, that is true, but people would tend to think of it as more of an achievement than it really is. Kinda like false advertising...
Also, that is true, but people would tend to think of it as more of an achievement than it really is. Kinda like false advertising...
Actually, the feat never was for if you were in the minecart. That's simple enough for any booster to throw you up there once or maybe even twice. I just didn't bother disconnecting it because I was showing you the impressive thing earlier in the video, aka getting a empty minecart to do that. Which is very very hard. To get it to do it multiple times is even harder. My system can do it just about any number of times. That's the impressive thing. I just didn't want daytime to be over by the time I took it down or built around it, so I did the loop around testing anyway. Also, if we were having energy/momentum issues, it would have taken a bit of visible effort to crest the top.
Also, that is true, but people would tend to think of it as more of an achievement than it really is. Kinda like false advertising...
Actually, the feat never was for if you were in the minecart. That's simple enough for any booster to throw you up there once or maybe even twice. I just didn't bother disconnecting it because I was showing you the impressive thing earlier in the video, aka getting a empty minecart to do that. Which is very very hard. To get it to do it multiple times is even harder. My system can do it just about any number of times. That's the impressive thing. I just didn't want daytime to be over by the time I took it down or built around it, so I did the loop around testing anyway. Also, if we were having energy/momentum issues, it would have taken a bit of visible effort to crest the top.
Very difficult only because people don't realize the stacking effects of long boosters.
Also, I have no idea what you were talking about with the momentum issues.
Like I said on yours, I thought no credit was going to be given, so I was a bit taken aback, but anyway- for those on this thread- What he did was essentially this (quoting myself?)
"I don't think that long of a booster will work, I tried something similar to it before, but hell, I'll give it a shot later, tell you the results. Also, it wouldn't only be the 80 length main track, it'd also be the 80 length booster. And another 80 is you wanted to make it a double booster. And the then extraneous stuff like the reset booster, which you'd still need. Plus the timing additions. It'd either have to loop back or go all the way back on the same track. Alternatively, You could build a 40 track station, and then just have it loop back on the same boosters, then go out to the reset or player. "
Glad to know I was wrong, that will help people who don't want a station. And you could improve your design by having the double booster be non-resetting, and have just a tiny loop so the main cart can simply boost back on the same boosters. Half the space and iron.
I made a mod that might be useful in testing:
viewtopic.php?f=25&t=95330
It'll display your current speed and stored energy/momentum. I haven't updated it since I first released it but the source is there and commented if anyone would like to play with it.
In making that mod I looked at the minecart code a bit. There is only one variable for minecart velocity. Momentum is not stored separately or anything like that. Each frame (tick/cycle/whatever) the lesser of a constant and the current velocity is assigned to a temporary variable and the minecart is moved by that amount. Velocity changes, negative and positive, ignore the cap until the variable itself caps out.
When a minecart loses velocity due to friction, collision, or hills the effect is multiplicative. I believe it loses 25% of it's velocity a tick on a flat track. That sounds wrong, I'll have another look at the code later tonight if I can find it again.
Anyways, I've gone to the darkside and started using Minecart Mania. It allows for complex stations in a much smaller space. I do still like to play around with these kind of systems though, nice work.
Responding to your question here: Yes, any of your boosters on the outside of the loop. Looking at your new diagram though, my counter wouldn't be the best choice, since your width is nice and narrow. The boosting/counting cart would probably not make it back to the start point before your power-cart gets there, since the booster travels an extra 10-ish tracks in the counter, while your power-cart travels 4 extra track lengths (2 tracks N, 2 tracks S). When I made this design, I was thinking more about a zig-zag design, where I would have more time for the counting cart to reset itself (e.g. the power-cart would go left, then right, then left, then right, then return to the start point vertically. While the power-cart is going left and right the 2nd time, the counting booster would have reset.)
If you're looking for alternative methods to measure the time before you reset you can still use the underground minecart to time the pulses, but it might be cleaner connecting this to a series of T flip-flops or some other digital counter circuit instead of the chain of components you have going on now. There is a considerably smaller T flip-flop design (than the one on the wiki) here.
You also might be able to get away with sticking the pressure plate under one of the booster carts to count the number of loops instead of using a cart underground.
I know I'm going to sound like a total newbie for saying this, but I find your terminology much more accessible than the terminology used for the logic gates... If you do succumb to peer pressure, I hope you'll use both instead of only the latter.
Wasn't me! Blame him! ----->
@AlmtyBob
My friend is going to download the mod and check it out, see if we can't get a more definitive test for this, thanks!
And it's saddening to hear you've gone over. Working within the confines of what the game gives you is really challenging and fun for me... but I have heard and seen some things about the Minecart Mania, and it looks complex enough to offer challenges and fun. So I'm curious. Very curious.
@howlingmonkey
Okay, three things for you.
1. While yes, using the correct terminology might hinder slightly some communication, chances are if you are using the terminology then you already have enough experience and or smarts to easily determine what my device is doing. A lot of people new to minecraft or even just not experienced in redstone (aka, the majority) would be even more confused by my using the correct terminology, instead of something that can be remembered and understood easily through common sense. You could easily understand what I was doing, no? You can look at my "memory block" and say, "oh wow, what an idiot, he's using SR-NOR latch." I'm willing to bet anyone else looking at it with your knowledge can say the same thing. But keep in mind I did these by myself, without the wiki or reading up on redstone.
2. I looked at the T flip-flop, built the condensed one that was put up. For those who don't know, a T flip-flop is a device that needs to be given power twice in order to turn off. Essentially- Button press one, turn on. Button press two, turn off, instead of button press, turn on and the off. It would double the time for each one you put down. Yes, it would work, but you'd have to chain 2 or 3 together. Or rather, 2 of them, and then use my system for more pinpoint accuracy. Now I'm personally not going to demo that method, because, well I don't have room for it (you'd have to loop it either from up top or around, and my work space isn't large enough), and because I didn't invent a version of it myself. I feel like it's pulling some of the fun away from it. But for those of those who would like to try that as a space saver (you're still going to take up quite a bit of space, it isn't small exactly) build the one from that graph, build another one facing that, hook up the Q and T of one of them (the Q is the output, the T is the trigger) the one that's closest to your minecart trigger or whatever else you're going to use being the Q, and the one farther away being the T. Hook the T of the first one to your trigger (the minecart) and the Q of the farther one will be going out the other side. All of this will have to be underneath the T flip-flops, except for that last Q, which has to be above. You're going to wire that Q to some of my memory blocks and gates, two max, and that will feed to the final memory block, activating the switch. The reset is going to hit the two memory blocks as per normal, and the you are going to have to place the reset for the T flip-flops underneath the block right above the bottom right corner (if you were facing the input and output area of the T Flip-flop). That should allow for approximately the same time my current system does. Approximately. I haven't tested this, this is just theory. Now didn't that sound all extremely complicated? Not exactly the most user friendly method, don't try this unless you're competent with redstone.
3. I've mentioned this before. This would alter the booster in a negative way (putting a pressure plate down on the middle booster or even the side boosters). Instead of the middle booster boosting the smart cart, the smart cart would be boosting the middle booster past the uneven patch.
@icks
I'm getting mine down to somewhere around those dimensions too, curious to see how you've done it.
Smart Booster Tutorial- Part 1 | Part 2
The many uses of Reeds!
Our first Megabuild
In terms of a small-scale (single) or super-large scale (tower-full), counters made of redstone will likely be simpler, and probably smaller. However, when you're using redstone to control minecarts, there is an inherent benefit to using minecart-driven counters: The counter uses a booster as the input device, which means it does not interfere with the main minecart system, and the booster can also be used as an output device. This helps in synchronization, and sometimes removes the need of an entire redstone system.
For this minecart system, his original draft contained an oscillating-minecart clock, and the nice big field of redstone wire. With my quick prototype, I was able to shrink all of that into the tower, and I was using the system itself as a clock instead of using an external clock (prone to desynchronization with the core system). Of course, the OP brought up a valid concern: tracks are more expensive than redstone.
I'll work on another design to shrink the tower later.
I've been thinking about the tower counter, and I like it, especially since it counts the number of loops precisely, and there is no need for the reset, thus eliminating all pressure plates on the reset, which is very helpful in making sure it never bugs. Problem is, it's a lot harder to hide than the wiring, and like I said, more resources. Still, it only needs to be 5 carts tall... And maybe a bit of a horizontal design too... hmm I'm going to see if I can make it smaller too.
Smart Booster Tutorial- Part 1 | Part 2
The many uses of Reeds!
Our first Megabuild
"Hide"? XD I encased it in glass! Watching the counter tick down is kinda cool for a random visitor, I'd think. Plus it works as a "are-we-there-yet" indicator. Secondly, if you have an even # of loops, simply cut the height in half, and change my XNOR gate to an AND gate (the gate is smaller too). The redstone wiring can definitely be compacted, I screwed up a few times and jury-rigged it back together.
It definitely has some drawbacks (iron :sad.gif: precious iron.) but I thought you'd be interested in the synchronization benefit. :tongue.gif: Hope it helped a bit. Keep up the good work!
but man from the parts I do get I have to say
I'm impressed
will have to look into this stuff some more
Hmm...
It seems overly complex...I don't know but it just looks like an insane mess of wiring & carts for what? A little more boost? Kinda overkill...
So we have 2 double boosters per loop, each is 8 long...
8 times 2 is 16...
16 per loop times 5...
80 blocks of double boost...
Subtract some lost momentum on the turns...
To me it seems ten billion times simpler to just make an 80 block long double booster as a "launch". Sure, you would need 90 pieces of iron just to make the booster section(really not much imho, considering all the time, carts, redstone, and space), but its so much simpler and easy to set up. No redstone counters (That was cool tho...) and no fancy track pieces.
Not that the design is beyond me, its just that it is far too complex for the use it will probably get, and if I am right, you can make a much simpler much smaller design that does the same exact function.
Id like to know, just how much space does your full system take up? Considering what I have seen in the videos, an 80 block section of booster would be minuscule compared to it.
I would also like to mention that your hill test is useless...
Sure, it can make it up, but as it comes down it gains most of the momentum back causing it to look like its traveling a lot longer than it is.
wouldn't look half as cool as though
not quite sure here
but wouldn't the cart lose more momentum going up than it gains coming down? (just seems logical, because otherwise a hill would be enough to create perpetual motion)
so it would cancel each other out, right?
Well personally I find a neat and tidy "magnetic" launch system to be much nicer than a giant animal trap gone wrong, but w/e...
Well, if the Minecraft world follows any logic (lol) the same momentum should be subtracted for going up as is added when going down. If so, all the hill did was lengthen the time & look of the test without actually adding any physical length.
@Xaiier
I don't think that long of a booster will work, I tried something similar to it before, but hell, I'll give it a shot later, tell you the results. Also, it wouldn't only be the 80 length main track, it'd also be the 80 length booster. And another 80 is you wanted to make it a double booster. And the then extraneous stuff like the reset booster, which you'd still need. Plus the timing additions. It'd either have to loop back or go all the way back on the same track. Alternatively, You could build a 40 track station, and then just have it loop back on the same boosters, then go out to the reset or player.
Or you could just be talking about putting a booster that's 80 tracks long next to a normal station. I'lll try them all.
Also, let's assume that the carts gain everything they loose going up the hill. So the only distanced traveled each time going up would the distance traveled horizontally. Why! That might just be a circle you might be talking about. Theoretically, if it just travels horizontally, then it'd be the same whether it went up or not. Like a circle test or something conclusive like that. One that's even longer than my original track. Golly.
Sorry I enjoy my sarcasm =P Just joking around
Smart Booster Tutorial- Part 1 | Part 2
The many uses of Reeds!
Our first Megabuild
I realize this, and the 90 pieces or iron account for the triple track...
It has to be on both sides, because thats how your boosters work... Obviously is could be fine tuned...
Also, that is true, but people would tend to think of it as more of an achievement than it really is. Kinda like false advertising...
Actually, the feat never was for if you were in the minecart. That's simple enough for any booster to throw you up there once or maybe even twice. I just didn't bother disconnecting it because I was showing you the impressive thing earlier in the video, aka getting a empty minecart to do that. Which is very very hard. To get it to do it multiple times is even harder. My system can do it just about any number of times. That's the impressive thing. I just didn't want daytime to be over by the time I took it down or built around it, so I did the loop around testing anyway. Also, if we were having energy/momentum issues, it would have taken a bit of visible effort to crest the top.
Smart Booster Tutorial- Part 1 | Part 2
The many uses of Reeds!
Our first Megabuild
Very difficult only because people don't realize the stacking effects of long boosters.
Also, I have no idea what you were talking about with the momentum issues.
viewtopic.php?f=35&t=101467
Also... Check out my Youtube Channel
Like I said on yours, I thought no credit was going to be given, so I was a bit taken aback, but anyway- for those on this thread- What he did was essentially this (quoting myself?)
"I don't think that long of a booster will work, I tried something similar to it before, but hell, I'll give it a shot later, tell you the results. Also, it wouldn't only be the 80 length main track, it'd also be the 80 length booster. And another 80 is you wanted to make it a double booster. And the then extraneous stuff like the reset booster, which you'd still need. Plus the timing additions. It'd either have to loop back or go all the way back on the same track. Alternatively, You could build a 40 track station, and then just have it loop back on the same boosters, then go out to the reset or player. "
Glad to know I was wrong, that will help people who don't want a station. And you could improve your design by having the double booster be non-resetting, and have just a tiny loop so the main cart can simply boost back on the same boosters. Half the space and iron.
Smart Booster Tutorial- Part 1 | Part 2
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