This won't give a significantly different boost. Each horizontal tile gives about five tiles or energy and going down one tile of slope gives about 4 so the extra boost from this would be less than you get from extending the length one tile. For a more potent boost you could mirror the setup to have two carts boosting the rider's cart (or do some silly "big" things.)
Sorry it took me a while to get around to this.
The pez dispenser is working really well. Thank you for the design. I especially liked the two redstone torch trick, that will be useful in other builds as well.
I have, however, noticed that the original door booster isn't working when pointed north or east (at least in smp). Any idea why that might be?
Regardless, I am now addicted to this booster system. I can't thank you enough for posting it.
I dont know if anyone else has done this, but if you just add a booster to the original booster if solves the pulling or auto resetting problems I had with it.
In other words, take the original design, and instead of 2 wide, making it 3 wide. When the booster falls out of the door it drops down to carts on both sides (one being a self resetting booster). Also makes it work fine if you set it off with no cart to launch.
Very nice dude! In about 10 minutes I was able to set it up, and rig it with a manual activation and pressure plate activation. and it was very easy, works well, and it would all fit very nicely into a wall to give quick easy, and hidden boosting capabilities to a station.
you get
By adding the little well for the starting position we have found that the alignment of the cart is much better. This means that when the boost comes, none is lost in pushing the cart onto the tracks. The result is a reliable, strong boost and a proper reset every time. Other advantages is that it is easier to set a cart on the stop - you just drop it on one of the sloping tracks and it falls into the correct position, and the cart comes to rest better on the stop so there is no chance of overrunning the station.
And falling onto a ramp gives no momentum.
I haven't had any trouble with the power it provides... Then again I made the boost distance about 10 blocks so the cart could go up a giant mountain.
...Any chance of helping me figure out how to attach a pez-dispenser to this?
I accept that challenge.
Here ya go. No pictures because I'm using a texture pack (and I'm too lazy):
Schematic:
http://hotfile.com/dl/108335704/6b2037a ... matic.html
World:
http://hotfile.com/dl/108335852/cccc422/World4.rar.html
Sorry it took me a while to get around to this.
The pez dispenser is working really well. Thank you for the design. I especially liked the two redstone torch trick, that will be useful in other builds as well.
I have, however, noticed that the original door booster isn't working when pointed north or east (at least in smp). Any idea why that might be?
Regardless, I am now addicted to this booster system. I can't thank you enough for posting it.
by actually getting their hands dirty and experimenting in logical ways
In other words, take the original design, and instead of 2 wide, making it 3 wide. When the booster falls out of the door it drops down to carts on both sides (one being a self resetting booster). Also makes it work fine if you set it off with no cart to launch.
Edit: Foolproof! If it goes into the wrong slot it will just come right back!
you get
By adding the little well for the starting position we have found that the alignment of the cart is much better. This means that when the boost comes, none is lost in pushing the cart onto the tracks. The result is a reliable, strong boost and a proper reset every time. Other advantages is that it is easier to set a cart on the stop - you just drop it on one of the sloping tracks and it falls into the correct position, and the cart comes to rest better on the stop so there is no chance of overrunning the station.
Enjoy.
Dave