how many impulse ramps do you need per rise in z level?
how much distance before you need a impulse ramp booster?
None of that's really been codified yet. It's pretty flexible. Rhesusmacabre has a comprehensive table above in answer to the first question, and here's a stripped-down version:
Number of levels Number of ramps
5 1
10 4
15 7
20 11
25 18
30 25
35 32
40 41
45 50+
That's for a railgun-style approach -- you send the cart through the impulse ramps and into a 2x2 column of corner ramp tracks, and it moves up the whole column and onto level track. So, if you wanted to move a cart up 45 levels, you could either build a corridor of 50 impulse ramps and then a 45-level 2x2 column, or you could use multiple independent 5-level columns and have fewer impulse ramps and a little more flexibility in the route for threading through caverns or through the fortress itself.
Another approach is the one detailed
here. Instead of accelerating the cart all at once and then sending it up through the levels all at once, you alternate the acceleration and the level changes. There are some diagrams there, but not in ASCII. For a 3x3 elevator running clockwise around a central staircase, one level looks like this on-screen:
#####
#▼▲▲#
#+X##
#####
#####
And with the track directions shown:
#####
#.╚╗#
#+X##
#####
#####
And then you go up a level and do the whole thing again, rotated 90 degrees clockwise. You don't need the floor there if you're constructing the ramp, as the construction doesn't affect the level above it. (You need a floor over the impulse ramp, however you create the ramp.)
Based on the same rhesusmacabre post above, the design could use a little examination to check that it works over >5 levels instead of the 3 shown in the video of the linked post. If it doesn't, I've got a couple of other designs to test.
also i could use some misc minecart tips and trips.
i am currently trying to get a minecart fort built that uses minecarts to move wood from outside to my wood floor and hopefully much more.
I don't really have any tested tips for wood. It's kind of a pain to move via minecart, as it starts scattered around the map and each minecart only hold 10 logs, so usually I just haul it in manually. However, if I made the effort to set up a minecart system for surface wood, it would have numerous separate collection stations, each with its own track running into a central depot. At the central depot, either logs would be dropped off or the track would start heading down to the woodworking area.
This network is created underground, where it can be carved, and defaults to being flat track.
The collection station looks like this:
#######
#<====########
#<====≡═.┼╚═╔═ -> to fortress
#<====╚┼.┼.╗╝#
##############
Pretty simple. You have stairs to the surface, a wood stockpile of whatever size that feeds into the minecart, and the minecart is pushed off (or ridden; you can do that even with disconnected routes) whenever it gets full. There's no second track stop in this loop because nothing needs to be dropped off here... though you may need a second track stop to slow the cart down enough to be caught by the loading track stop.
Here's another way of doing it:
####### #####
#<====###╔^╗#####
#<===O≡═.╝╗╚╔.┼.═ -> to fortress
#<====####╚^╝####
####### #####
This works for manual unloading, or for goods that only transport items one way. There's a gap to stop dwarves from wandering into the track corridor, then an accelerator, then a gap-fortification-gap to stop fliers. I had a setup once that had the fortification and gaps directly after the push-off, but one year it just stopped clearing both gaps. No idea why. The layout hadn't changed, the minecart hadn't changed... nothing. So I won't suggest that layout.
As for the central depot... I have a plan I made in Paint, but it's both fairly incomprehensible as-is and untested. It drops off the logs in a 5x5 area instead of keeping them on the cart and dropping the track down to the woodworking workshops. I don't wanna test it; I'll get distracted from the fortress I'm playing.