So here's the start of the transit system.. connecting my base to New Pork. Next Ill connect all the parts of New Pork via subway Didn't go any further cause iplop wasn't on to coordinate with.
Feel free to work on that unfinished subway lobby in the city, Iplop! I'm addicted to the carts man.
Excellent use of parallel boosters, I like that... I just can't wait to have a complete underground junction... Can you imagine? No more warp lag?!?!
Or we could just use New Pork as our central junction. Hopefully that will bring more activity to our 'capitol' city. Also, I wonder how many carts one of those cart circuits can hold?
Excellent use of parallel boosters, I like that... I just can't wait to have a complete underground junction... Can you imagine? No more warp lag?!?!
Or we could just use New Pork as our central junction. Hopefully that will bring more activity to our 'capitol' city. Also, I wonder how many carts one of those cart circuits can hold?
That hub underground IS going to be the main hub, as long as Krash approves. :>
And I've been running them on two carts per circuit and it appears that eventually they catch up to each other, collide and need to be restarted (minor, takes a second, but still annoying). Im working out the bugs. The transit system is MUCH more reliable than my mine system, btw.
I need to get online and start tunneling with bearded burglar over towards you guys. Greathall/Castle/Pyramid/Volcano/Greyskull area needs to be connected with the outside world. xD
So here's the start of the transit system.. connecting my base to New Pork. Next Ill connect all the parts of New Pork via subway Didn't go any further cause iplop wasn't on to coordinate with.
Feel free to work on that unfinished subway lobby in the city, Iplop! I'm addicted to the carts man.
pretty sure you only need one two way booster, my island migration station uses just one booster and it can get there pretty much the same speed the whole journey, once boosted they dont seem to lose momentum, this track of mine is almost 300-350 blocks long... or was when i accidentally managed to remove it via INVedit... i dont care, INVedit rocks, and i only use it on one world for experimental purposes anyway, the rest of my worlds are unhacked... so there
They do eventually lose momentum, I think every 80 meters or something. Boosters are closer in case they get stuck and have to be restarted. Two way boosters also seem to only work if you have just one cart/person on the track, yes?
They do eventually lose momentum, I think every 80 meters or something. Boosters are closer in case they get stuck and have to be restarted. Two way boosters also seem to only work if you have just one cart/person on the track, yes?
see how it goes now... kay then, i wasnt sure about that, because it didnt look like it when i was testing it out was all
Multi-cart systems work best if water is involved.
Since it's apparent that there's a glitch in the servers that prevents minecarts to continuously be in motion after an extensive amount of time without failing, the rule of thumb here is to make a system that gives each and every cart in a system some form of rest stop.
For boosters, properly resetting carts not only positions them correctly for the next cart to boost, but also stops the carts once in place.
For the main part of the system, there are a number of ways to stop a cart while keeping the system automated. One use, as previously mentioned, is by using water to stop the cart's own movement and instead uses gravity+waterflow to keep the cart moving. Another way is to break the track where the cart should stop and have a pressure plate somewhere in that break that the cart can reach and will trigger a nearby booster to start the departure. Both ways can be used to allow players to hop off their carts without disrupting the system, with the water method being naturally easier to pull off.
2-way boosters would require intensive calibrating and also requires the system to be uncompromisable to player interference.
Multi-cart systems work best if water is involved.
Since it's apparent that there's a glitch in the servers that prevents minecarts to continuously be in motion after an extensive amount of time without failing, the rule of thumb here is to make a system that gives each and every cart in a system some form of rest stop.
For boosters, properly resetting carts not only positions them correctly for the next cart to boost, but also stops the carts once in place.
For the main part of the system, there are a number of ways to stop a cart while keeping the system automated. One use, as previously mentioned, is by using water to stop the cart's own movement and instead uses gravity+waterflow to keep the cart moving. Another way is to break the track where the cart should stop and have a pressure plate somewhere in that break that the cart can reach and will trigger a nearby booster to start the departure. Both ways can be used to allow players to hop off their carts without disrupting the system, with the water method being naturally easier to pull off.
2-way boosters would require intensive calibrating and also requires the system to be uncompromisable to player interference.
Comments
No more crashes on right click --less laggy.
something Very, very bad just happened.
Blockdoor bugged and deleted half the map
ETA: 1 hour 10 minutes
How did it manage to do that?
It just glitched :x
Now I'm working on configuring SAMBA. That'd save so much time if I could get it to work..
Edit:
After many headaches with SElinux/network domains/smb versions/etc. I Finally got it working!!!
Edit_1:
Added all renders to first post.
http://iplop.the-construct.net/Zoomify/2010-10-12.htm
Works great on slower rigs!
http://www.youtube.com/watch?v=LP1LGmsLbE4
(click the link to view in 1080p!)
First Fraps video to come out of the server
First practical Minecart transportation system on the server. ;D
It's just outside of Newpork btw
Definitely worth a ride or two!
-Made/Frapped/uploaded by Derke
http://www.youtube.com/watch?v=FZw9MSNlsU0
(click the link to view in 1080p!)
This minecart system is completely automated! Replaced the old one. I'm done posting vids now, I promise xD
EDIT: Maybe not.
http://www.youtube.com/watch?v=vk1M6d7x3k0
So here's the start of the transit system.. connecting my base to New Pork. Next Ill connect all the parts of New Pork via subway Didn't go any further cause iplop wasn't on to coordinate with.
Feel free to work on that unfinished subway lobby in the city, Iplop! I'm addicted to the carts man.
Or we could just use New Pork as our central junction. Hopefully that will bring more activity to our 'capitol' city. Also, I wonder how many carts one of those cart circuits can hold?
That hub underground IS going to be the main hub, as long as Krash approves. :>
And I've been running them on two carts per circuit and it appears that eventually they catch up to each other, collide and need to be restarted (minor, takes a second, but still annoying). Im working out the bugs. The transit system is MUCH more reliable than my mine system, btw.
Currently uploading the click-to-view-version with the flash interface.
(right click/save this one --Not slow PC friendly)
2010-11-14
http://iplop.the-construct.net/Zoomify/2010-10-14.htm
Just click the link to view!
(both versions have been added to the first post)
pretty sure you only need one two way booster, my island migration station uses just one booster and it can get there pretty much the same speed the whole journey, once boosted they dont seem to lose momentum, this track of mine is almost 300-350 blocks long... or was when i accidentally managed to remove it via INVedit... i dont care, INVedit rocks, and i only use it on one world for experimental purposes anyway, the rest of my worlds are unhacked... so there
see how it goes now... kay then, i wasnt sure about that, because it didnt look like it when i was testing it out was all
Since it's apparent that there's a glitch in the servers that prevents minecarts to continuously be in motion after an extensive amount of time without failing, the rule of thumb here is to make a system that gives each and every cart in a system some form of rest stop.
For boosters, properly resetting carts not only positions them correctly for the next cart to boost, but also stops the carts once in place.
For the main part of the system, there are a number of ways to stop a cart while keeping the system automated. One use, as previously mentioned, is by using water to stop the cart's own movement and instead uses gravity+waterflow to keep the cart moving. Another way is to break the track where the cart should stop and have a pressure plate somewhere in that break that the cart can reach and will trigger a nearby booster to start the departure. Both ways can be used to allow players to hop off their carts without disrupting the system, with the water method being naturally easier to pull off.
2-way boosters would require intensive calibrating and also requires the system to be uncompromisable to player interference.
Bingo, he knows his shit :P
Restarting now.
(this will take a bit -SElinux issue)
I installed a fix for the block lag