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Messages - blue emu

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136
I'm currently working on a Squirt Gun... When I finish that, I'll test the Magma Artillery if no-one beats me to it.

If the idea of stacking the carts in a shaft doesn't work, we can just substitute a downward spiral of ramps with a raising drawbridge (instead of a shaft with a retracting drawbridge) and still get the same effect.

137

Sounds like it should work :P There's still a small problem of how to stop the magma artillery cannon firing to let civilians collect the goods though, I take it mine-carts falling onto a hatch above the impulse ramp would work though?

Simply re-extending the retractable drawbridge will halt the auto-cannon and re-stack the carts (for the next barrage), since the path that the carts cycle through passes through that tile.

138
Assuming that when a cart falls onto an impulse ramp it begins moving.  I'm not entirely sure they do.

Since it's a ramp, the cart should (should!) roll downhill... and on an impulse ramp, there's only one downhill direction that has tracks leading out.

139
If you want to stop them though, I suppose you could try closing a door/hatch on a ramp.

Not quite what I had in mind.

I pictured a vertical shaft, filled with mine-carts (they will stack vertically instead of all occupying the same tile, yes?) with a retracting drawbridge at the bottom of the shaft which prevents them from dropping onto the impulse ramp just below.

Pull the lever to retract the drawbridge, and the whole stack starts sliding down... but when the bottom cart in the stack drops onto the impulse ramp, the stack will stop until it moves off the tile, allowing the next cart to drop.

In effect... the carts are being "clip-fed" into a "machine gun".

They then continue to cycle through the gun, being auto-loaded with magma by passing through a short magma-filled corridor, then into the gun barrel, firing, then dropping back into the shaft again after firing their load.

Extending the drawbridge again will cease-fire and re-stack the carts, all automatically and all (as far as I can see) WITHOUT using any power at all.

Am I missing something?

140
No power may be a bit far for now, even a tiny bit just for the roller just to push the carts forward will be enough for the system anyway, so I don't think FPS will be too big a problem, but it's something to work on.
As for the different mussel velocities idea it will have the disadvantage of being effectively weaker at shorter ranges and we will need all the more sky platforms but bridges should eliminate this problem. I was thinking of having several ramps set at different angles and ranges, nevertheless having a system to change the power of the mine-cart will be optimal for some set-ups. Also what you said about minimum range, shouldn't the area where the mine-cart lands/hits be predictable? Surely it should only hit one place every time?

The FPS hit isn't proportional to the amount of power used... it's proportional to the number of tiles of flowing water.

There's no such thing as "different angles", AFAIK... the only choices are straight sideways and 45 degrees.

The mine-cart won't leave the gun. Only the water/magma projectile will. A fortification atop a wall positioned right at the muzzle should introduce some scatter in the impact area, if I understand the physics correctly.

Have you run any experiments along these lines?

141
(double post)

142

Read this thread: http://www.bay12forums.com/smf/index.php?topic=126321.0
The weapon described there machine-guns out superheavy projectiles. All I am suggesting is that we put that on the surface and shoot projectiles at 45° to carpet-bomb the other side of the map.

In fact, we wouldn't need anywhere near that much velocity... we don't WANT the projectiles to exit the map.

We could adjust the range by "masking" some of the impulse ramps with retractable drawbridges, yes?... thus giving ourselves a variable-muzzle-velocity weapon which in turn should allow us to draw in the minimum range of the artillery barrage.

One question that I've been considering... is it possible to design this weapon system so that it draws NO POWER AT ALL? That would be really cool, since a Hydrodynamic Power Station always impacts FPS.

143
I don't think Spears will hurt undead much... don't you have to behead or bisect them in order to kill them?

As for fire immune enemies... are they also immune to half a ton of Magma landing on them at terminal velocity?

144
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 03, 2013, 12:28:00 am »
Here lies Morul, who took a nap
Right on top of a Weapon Trap.

145
Personally I think that a quantum stockpile, or simply small stock taking from larger stockpile, would be needed in conjunction to multiple reloading stations to achieve fastest reload possible, possible burrows with dwarfs totally dedicated to the task of reloading this monstrous chain-gun artillery cannon at maximum speeds. Thoughts on this?

The only ammunition that can be auto-loaded (ie: without the intervention of a team of Dwarves) are Water and Magma. They can be loaded instantly, rather than waiting minutes for a team of Dwarves to do the job.

146
I'm glad that I started this thread... there is some good !!Science!! being done.

Unfortunately, I'm still too wrapped up in my Super-Collider project to take part in the testing, at the moment.

147
Can you hang things from the sky via "Support"s?

148
OK, I tried to build a "space launch rail" on the surface and ran into a problem.

Firstly, it seems like you have to end the rail like this to get the upwards movement:
Code: [Select]
  ▲
_▲█

The other problem is that the cart and passenger slam into an invisible wall in midair just 2 tiles away from the launch. Total elevation gain was 1z above the highest point of the ramp (2z above ground).

Hmmm... once I've finished my current fortress project (a Dwarven Super-Collider, or High Pressure Pump) I'll play around with that. There may be some configuration of tiles that prevents that "invisible wall" effect... some structure built out of fortifications, perhaps? Missiles pass right through fortifications. Or a series of channels on the ground below the "invisible wall"?

149
Here is the 'national anthem' for the Goblin Space Program:

"The challenge for the Dwarven race: to send a Goblin into space!
We just send them UP, that's how we learn!
Where they come down?... that's not our concern."

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