Righteous Wrath Online Community

General => Game Chat => Minecraft => Topic started by: Mr. Analog on March 18, 2012, 08:24:46 PM

Title: Usamot Transport Authority Update
Post by: Mr. Analog on March 18, 2012, 08:24:46 PM
UTA Mission
To provide fast, safe travel between players and biomes.

System Update

All Stations Online
-Spawn (Central) Station -- ONLINE
-Pineview Station (southwest) (two track) [Stewie] -- ONLINE
-Biome Station (east) (two track) [Mr. Analog] -- ONLINE
-Beach Station (south) (two track in, one track out) [Lazybones] -- ONLINE

Upgrade Notice!
-All stations have now been upgraded to dip stops
-Beach Station has been upgraded with cart automation
-Biome Station is being upgraded with cart automation

Donation of Gold is greatly appreciated

Fact: It takes 6 gold ingots to make 6 Powered Rail
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 18, 2012, 11:02:43 PM
I have combined layers again from JournMap to try and highlight the rail system.

in red is parts Mr. A has built.

In Yellow is a line I have started to dig... It started at standard rail level but then goes down to a special depth just under the ocean to allow for reasonable build time and allow windows on top, it then returns to standard rail level... I have hit a little lake but am almost aligned with the existing rail likes to create a square.

Mr. A let me know what you think.. I think the depth change was necessary due to water.. I tried constructing directly in water but it was crazy slow.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 19, 2012, 12:22:56 AM
Perfectly reasonable given the circumstances :)

Well done!
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 19, 2012, 01:00:41 AM
The tunnel has been widened to 3 by 3, check it out when you are online next... Should be ready for track construction.. You may have to replace some glass with something else, as I don't think you can build on top.. I made several sections with glass floor because there was a cool view.
Title: Re: Tomasu Transport Authority Update
Post by: Melbosa on March 19, 2012, 08:22:42 AM
As I don't really understand how to make the tram system work nor set it up, I can donate the gold (I think I have 2 stacks of 64 made).  I have no other use for it.

I have tried to use the tram system, but I never seem to get a cart to work.  I am such a newb at it.

So where do you want the gold delivered?
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 19, 2012, 08:32:44 AM
The current Trams work by right click to get in the cart then pressing the button to launch the cart... However on the one way tracks this can suck if the cart is at the other end.... If we pool resources I think we should convert to a looped track with stops, this should make carts more available....

Another interesting option to cover large distances would be to use the nether portal....  as the nether world is a compressed version of the normal world you can build a track between portals there much shorter than the normal world to travel faster... But that might wait till we expand further.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 19, 2012, 08:51:42 AM
Quote from: Melbosa on March 19, 2012, 08:22:42 AM
As I don't really understand how to make the tram system work nor set it up, I can donate the gold (I think I have 2 stacks of 64 made).  I have no other use for it.

I have tried to use the tram system, but I never seem to get a cart to work.  I am such a newb at it.

So where do you want the gold delivered?

Well, usually you can right click a minecart and jump in, then just turn around and press the button and it will launch you. Of course since 1.2 I've noticed that sometimes minecarts act dead and you can't right-click them. I'm not sure what to do in this situation as things are fairly glitchy, it might be best to just store the minecarts in boxes ready for use rather than leaving them on the rails.

They are a pretty fast way to get around though and it doesn't cost hunger to ride a minecart (vs walking)

That gold would be plenty! I could have the link to Lazy's place done tonight. You can drop off rail supplies in the Maintenance Room near the Spawn Street Station exit (it's a wooden door, there is a chest a crafting table and a furnace back there)
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 19, 2012, 08:57:08 AM
Quote from: Lazybones on March 19, 2012, 08:32:44 AM
Another interesting option to cover large distances would be to use the nether portal....  as the nether world is a compressed version of the normal world you can build a track between portals there much shorter than the normal world to travel faster... But that might wait till we expand further.

Oddly enough I started this project as well, if you enter the nether gate near the spawn you'll end up in a drab little room, just off it is a ladder going to the ceiling from there there is a hallway leading EAST in the overworld (I think I may have incorrectly labelled it from what I remember). I'm planning on building south / north but I'm busy with other projects. If you have enough obsidian just go up the ladder, dig a corridor in the direction you want to go and build a portal in the Nether, it will automatically spawn one in the overworld (CAUTION: there's no way to tell where the end point spawn will be, you may end up in a cavern or underwater).

The other thing is that if the end portal that materializes in the overworld is in a place that sucks you can destroy it and re-build it somewhere nicer within a certain range it will still link up to the other one in the Nether.

Portal travel can be a PITA sometimes though, the Nether gets a little glitchy sometimes (ALWAYS BRING COBBLESTONE!)

For some reason our Nether has the highest concentration of Ghasts I've ever seen, so watch your ass and stay away from cat noises!
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 19, 2012, 07:23:20 PM
I have started a pilot tunnel to complete the transit square. From there it is just track laying.

I have been looking at some track automation options that may or may not work. I was thinking we could ether make each side of the square a closed loop or make one megat loop with some more advanced triggers. I have seen some nice vids of pez dispenser systems and pressure plate release systems.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 19, 2012, 09:36:38 PM
Sounds good, if you see something cool try it in Creative mode just to make sure things still work the same a lot of creative cart stuff came before 1.0 and it doesn't all work anymore.
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 01:53:31 AM
Tunnels are now all connect in a square. Need lots of iron and gold to power all of it.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 06:41:58 AM
Nice! I'll have to log in tonight and check it out!
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 07:55:35 AM
FYI I left windows in places that hit caves to aid future exploration.
I ran low on glass do not all under water sections have glass tops but that is easy to update. 

Ran out of food lat night with all te digging started exporin the over world again to get more food stocked up.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 08:21:08 AM
It may be a good idea for us to set up a communal farm/ranch. I know I have at least two stacks of 64 seeds.

I'm usually ok for food but when I forget it's a PITA
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 11:15:19 AM
http://gaming.stackexchange.com/questions/25949/how-to-start-a-cart-from-inside-it

I am thinking we should connect all of the tracks and use dip stations to allow the cars to go all the way around...

Not shown in the above example but I am thinking that having two tracks, each going a different direction would be best, and adding a detector rail to the station to push any parked car out as a new car arrives would make this perfect, then seed each station with one car... By taking a trip you would shuffle all cars one station.


Edit: [Bu] = Button since the forum thinks that a bracketed B is bold.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 11:18:18 AM
Brilliant find, I'll start remodelling of the existing A Line tonight if I get on
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 11:59:49 AM
Quote from: Mr. Analog on March 20, 2012, 11:18:18 AM
Brilliant find, I'll start remodelling of the existing A Line tonight if I get on

In the short term it might make more sense to just turn the double lines into little loops and then once we have double rail further out, break and expand the loop.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 12:21:53 PM
Quote from: Lazybones on March 20, 2012, 11:59:49 AM
Quote from: Mr. Analog on March 20, 2012, 11:18:18 AM
Brilliant find, I'll start remodelling of the existing A Line tonight if I get on

In the short term it might make more sense to just turn the double lines into little loops and then once we have double rail further out, break and expand the loop.

Actually I think dip stations will help the minecart glitching quite a bit
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 12:25:30 PM
Quote from: Mr. Analog on March 20, 2012, 12:21:53 PM
Quote from: Lazybones on March 20, 2012, 11:59:49 AM
Quote from: Mr. Analog on March 20, 2012, 11:18:18 AM
Brilliant find, I'll start remodelling of the existing A Line tonight if I get on

In the short term it might make more sense to just turn the double lines into little loops and then once we have double rail further out, break and expand the loop.

Actually I think dip stations will help the minecart glitching quite a bit

What I was suggesting is that on our current double track segment remove the stoppers and connect the track, make one way dip buttons and then the carts will keep going around. The single track segments will still need stoppers at the end till they can be made into loops.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 01:20:11 PM
You can make 2 way dips (or bumps) with detector rails

D - Decector Rail
P - Powered Rail
R - Rail
B - Button

[D][P][R][P][D]
    -     -
    ---B---


Either direction you approach the cart will stop on the opposing powered minecart rail and will only continue if the button is pressed.

At lunch I started working out a system of signals that might be connected to the buttons using redstone, repeaters, sound blocks and redstone lamps.

Once I have a tight/simple design figured out I'll post it.
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 01:40:16 PM
Quote from: Mr. Analog on March 20, 2012, 01:20:11 PM
You can make 2 way dips (or bumps) with detector rails

D - Decector Rail
P - Powered Rail
R - Rail
B - Button

[D][P][R][P][D]
    -     -
    ---B---

Either direction you approach the cart will stop on the opposing powered minecart rail and will only continue if the button is pressed.

At lunch I started working out a system of signals that might be connected to the buttons using redstone, repeaters, sound blocks and redstone lamps.

Once I have a tight/simple design figured out I'll post it.

I was thinking more like this:

<--------Travel
                       ------[Bu]
  ==========[P][R][P]=[D]
||                                 -----   ||
|| -----                                   ||
  [D]=[P][R][P]==========
         [Bu]-----
Travel-------->

You start with cards parked at the power rail by the button at each station
Pressing the button gets the cart going, as it approaches the next station the detector releases the parked cart at the station and the traveling card parks, the empty parked card continues to replace the original traveling cart.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 01:48:01 PM
Sort of like a buffer zone or something right?
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 01:55:34 PM
Quote from: Mr. Analog on March 20, 2012, 01:48:01 PM
Sort of like a buffer zone or something right?

Maybe we need to discus it verbally or white board it but here is my run down.

There is 1 cart for each stop/platform.
The track is a loop.
Player presses a button once in a cart to go.
As their cart approaches a station the detector track releases the parked cart at that station to clear the platform.
There is a section of normal track between the detector and platform/stop so when the player card arrives it is stopped by the underpowered slope.

The empty cart travels around to the station the player stated at, trips the detector rail (nothing to move in this case) then parks ready for another rider.

you could add many station any where along the line and the carts would always bump each other till every station had one parked cart.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 01:59:03 PM
Oooh, the trouble there is an unoccupied cart travels a little differently (less velocity) and can get stuck between stations (I know this happens between Spawn and Pineview already).

The problem may be that the Spawn<->Pineview line does not have evenly spaced powered rails.
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 20, 2012, 02:03:41 PM
Quote from: Mr. Analog on March 20, 2012, 01:59:03 PM
Oooh, the trouble there is an unoccupied cart travels a little differently (less velocity) and can get stuck between stations (I know this happens between Spawn and Pineview already).

The problem may be that the Spawn<->Pineview line does not have evenly spaced powered rails.

The trick then would be to re balance the power rails to ensure empty cart travel.. It may be more costly but I think this system would be FAR more user friendly. To be honest I have maybe used the current rails twice, I always end up at an empty station some how.

A simple solution may also be to have a detector rail system at the current two track system always return the cart (if there is one) on the other track on arrival.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 02:38:33 PM
I'm pretty sure my setup should get an empty cart between Spawn and Biome, that is  1 powered for every 8 (which on a loaded cart is the max speed if I recall).

I'm working on a similar setup for Biome to Beach... so we might only have to fix one leg
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 20, 2012, 07:09:48 PM
Rail link to Beach Station is complete

Still haven't figured out the best option for parking carts. Maybe tomorrow
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 21, 2012, 09:08:12 AM
Quote from: Mr. Analog on March 20, 2012, 07:09:48 PM
Rail link to Beach Station is complete

Still haven't figured out the best option for parking carts. Maybe tomorrow

The dip stations seem to be a bit fussy as well, I was doing a test in creative mode and found speed of entry to be very important, also the player seemed to be able to bump them too easy...

Was messing around with some pistons and other things to see how hard it would be to create a triggered blocker of some kind to ensure their position and pressure plates to control release when the player got in..
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 24, 2012, 03:42:40 PM
Status update!

We have our first line complete. This means you can roll around almost the entire map.

Lazy started converting the stations to what's called a dip stop (or dip station). I highly recommend though if you use the system to remove your cart from the rails and place in a nearby chest.

As well I've added chests and signage to all the stations
Title: Re: Tomasu Transport Authority Update
Post by: Tom on March 24, 2012, 03:50:20 PM
I might be tempted to put in some automatic stations at some point. we'll see. I'm VERY tempted to install redpower 2 and maybe buildcraft.
Title: Re: Tomasu Transport Authority Update
Post by: Mr. Analog on March 24, 2012, 03:51:18 PM
Test it out in creative first I guess, Lazy ran into some issues today, nothing major but frustrating I'm sure.
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 24, 2012, 04:04:26 PM
Careful with server mods... We all know how long updates can take after a new release.
Title: Re: Tomasu Transport Authority Update
Post by: Tom on March 24, 2012, 04:09:59 PM
Quote from: Lazybones on March 24, 2012, 04:04:26 PM
Careful with server mods... We all know how long updates can take after a new release.
Just said I was tempted ;)
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 24, 2012, 04:45:17 PM
The current dip stations are the most basic

I have a more compex one in creative mod that needs detector track

I have seen a full auto one using pressure plates but there was no how too to explain the hidden parts.

Most rail tutorials don't work in the current release.
Title: Re: Tomasu Transport Authority Update
Post by: Lazybones on March 24, 2012, 04:48:40 PM
FYI the dip track plan is to go only clockwise at te moment.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 25, 2012, 01:45:37 AM
All stations have been updated to piston dip stations... Please remove your cart when you arrive at the station and place it in a bin... Some stations have an automatic clearing option however this currently causes carts left behind to stall on the track.

I didn't realize that empty carts can't travel too far from the player before stopping and saving state.

A more advanced and automatic system will be planned, however the current system greatly reduces bouncing carts and lost carts on exit...

There is a sign with directions at each station.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 25, 2012, 02:08:02 AM
Found an updated pez dispenser tutorial for the powered rails (vs the old cart booster methods).

http://www.youtube.com/watch?v=VxPHAZ6Nqn0&feature=related

I figure we could hide one at each station inside the wall, capture and divert cars as they arrive.

The nice thing is that other than powered rail this design is fairly simple for supplies...

Anyway future upgrades....
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on March 25, 2012, 10:30:49 AM
Great job Lazy!

That is a rather ingenious dispensing system, I bet we could bury it and then send the cars up to track level
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 25, 2012, 12:15:33 PM
Ya I was thinking to build them we would
Build a big machine room under each station with one and there would be steep connecting track to add and remove cars.

Need to figure out a nice auto track switch trigger to remove inbound cars to store
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on March 25, 2012, 12:44:07 PM
Good plan m'man!
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 27, 2012, 09:10:58 AM
Quote from: Mr. Analog on March 25, 2012, 12:44:07 PM
Good plan m'man!

I have a working dispenser in creative mode... It will clear a cart at the station back into the dispenor if an external cart arrives, and if the user orders two carts it will again clear the cart at the station back into the dispenser..

However this is a major upgrade to the stations so there are two issues I am still working on:
1. Solving cart pop when the user exits the cart... I am finding with the piston always powered dip stations this happens frequently so I am trying to solve that with un powered track or some other block to keep the cart in place

2. I want a fully automated release  and or launch with a pressure plate instead of using buttons, however I am finding red stone wiring quarks make this difficult, with the other red-stone wires I already have.

If I can't sort those last two items out I will just upgrade one of the stations with my current pronto-type and see how well it works.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on March 27, 2012, 09:13:49 AM
I'll start work widening the link between Spawn and Biome I think

Eventually we'll have a two track system
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 27, 2012, 09:16:49 AM
Quote from: Mr. Analog on March 27, 2012, 09:13:49 AM
I'll start work widening the link between Spawn and Biome I think

Eventually we'll have a two track system

It could be very tricky to install the dispensers at two track stations just due to proximity.. the station may need to be widened to provide more buffer between the tracks with my current return system and red-stone wiring...

It would be nice having one track for each direction like on most real LRT systems
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on March 27, 2012, 09:17:42 AM
That's what I was thinking, most of my commuting happens between Spawn and Biome :)
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on March 27, 2012, 09:21:02 AM
Quote from: Mr. Analog on March 27, 2012, 09:17:42 AM
That's what I was thinking, most of my commuting happens between Spawn and Biome :)

Well I am based near beach and currently exploring the Jungle in the north, I ride the whole system regularly.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 01, 2012, 03:08:50 AM
Great break down of cart detection... And a sample station is shown...

http://www.youtube.com/watch?v=Ae29zWoY-uo&feature=related

I think with this we can get our fully automated stations going...

http://www.youtube.com/watch?v=2JdhxtzcxFo&list=UU6amMUbOBDCSN09nAmSgtLg&index=1&feature=plcp
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on April 01, 2012, 10:47:37 AM
Man those are cool, I watched a couple other vids as well and it gave me an idea for something I may try (but I'll have to get another load of glowstone to do it)
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 01, 2012, 03:01:54 PM
I have a decent setup workin in creative mode now. Just have one more issue to solve.

No support for dual direction yet but I have an idea for using one pez unit per station.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 01, 2012, 05:21:41 PM
Ok in creative mode I now have a station that has the following:

- cart call button from pez dispenser
- rider detection to store empty carts
- auto store of cart on platform if another cart arrives
- arrival chimes...

One more feature I am testing is pez overflow detection since it will jam if full currently.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 02, 2012, 01:50:38 AM
Beach station has been upgraded.

Go and check it out..

It is a two button system.. The top button will call a new cart for you, the bottom button is your standard launch button.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 03, 2012, 12:56:13 AM
BIOME station automation project is almost complete, however delayed due to lack of gold / power rails.

The existing piston/dip platform is still in service, however the new platform can bee seen behind.

Gold or powered rails delivered to BIOME station would be appreciated.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on April 03, 2012, 05:15:19 AM
Quote from: Lazybones on April 03, 2012, 12:56:13 AM
BIOME station automation project is almost complete, however delayed due to lack of gold / power rails.

The existing piston/dip platform is still in service, however the new platform can bee seen behind.

Gold or powered rails delivered to BIOME station would be appreciated.

I will craft some immediately

Ok, I crafted 18 power rails and collected all the detector rail / rail and put it in the lone storage box in the Biome Station Maintenance Room
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 03, 2012, 07:32:46 AM
Thanks, I was so close last night... I probably should have stole some from another section as we have some hills with more than are needed.

The climb out of the pit is probably the only semi costly part of this station build since empty carts need extra power.

Haven't crafted to chimes or repeater yet but I think I have all the supplies for that.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on April 03, 2012, 07:44:16 AM
Quote from: Lazybones on April 03, 2012, 07:32:46 AM
Thanks, I was so close last night... I probably should have stole some from another section as we have some hills with more than are needed.

The climb out of the pit is probably the only semi costly part of this station build since empty carts need extra power.

Haven't crafted to chimes or repeater yet but I think I have all the supplies for that.

NP I keep my valuable ores hidden away but I should always leave gold in that Maintenance Room gold is one of those things that's really handy for rails but not much else (watches I suppose).

I'll update the status of that station as offline until you can finish work.

Great job btw looks really good!
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 03, 2012, 07:50:15 AM
Actually it is still fully functional as a dip station, I did not yet disconnect the old terminal.

Not sure if I will be on tonight or not.
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 03, 2012, 08:59:51 PM
Well doing a quick efficiency check I realized ALL of the existing track was power balanced for empty carts, which we have determined is not possible due to player distance.

So between Beach and Biome I have altered the spacing to a more efficient value by removing about 3/4 of the power, and still get top speed with a rider.... Run away carts should actually stop now, which is handy..


We should optimize the whole track system and reclaim as much power rail as we can.. the wiki has a efficiency table. Reclaimed power rail was put back at BIOME..
Biome dispenser automation is complete but the terminal needs a re-model due to the space taken up by components.. I did a little clean up but it needs Mr. A's touch.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on April 03, 2012, 09:12:43 PM
Great work again Lazy.

I'll take a looksee tomorrow and see if I can add to your amazing stuff!
Title: Re: Usamot Transport Authority Update
Post by: Lazybones on April 11, 2012, 12:38:45 PM
Just a general notice, it appears that the automatic platforms are experiencing intermittent issues, possibly due to recent updates... Calling a car may not work due to a jam in the system.

A fix is being investigated.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on April 18, 2012, 09:46:45 PM
The stretch of the A line that runs between Biome and Beach is now 2 track.

The outer track is an express line and is controlled via a track switch just outside, there is a light in the station to tell you if express is enabled. (Express bypasses the dip station between Biome and Beach.)

I'll be trying to figure out if I can wire up the light and the switch near the cart launcher so you don't have to get out.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on May 18, 2012, 01:07:59 PM
I'm going to build a new North/South railway link it will be direct from Spawn City to Lazy's place, it will be a monorail

Monorail! Monorail!

Mono--- D'OH
Title: Re: Usamot Transport Authority Update
Post by: Thorin on May 18, 2012, 01:21:58 PM
Raised above ground?  Doesn't it kinda duplicate the subway that already goes right below his place?

Also, enjoy building stations.  I hope your experience is better than mine.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on May 18, 2012, 01:27:18 PM
Straight line, north/south

I plan on linking with Melbosa's place if possible

I'm thinking dual track and raised about 20 meters off the ground.
Title: Re: Usamot Transport Authority Update
Post by: Thorin on May 18, 2012, 03:02:50 PM
With support pillars or anything, or just Magical Floating Monorail?  And undulating with the ground, or completely all at one level?  And will there be elevators to raise us to track level? :)

I look forward to seeing what you cook up.
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on May 18, 2012, 03:14:37 PM
I'm designing it in my brain already :D

t'will be cool (imo)
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on December 11, 2012, 08:48:42 AM
UTA is currently repairing damage to Beach Station in the wake of Hurricane Trollface, as well research is going into the "mine cart mystery" (aka where do all the minecarts go?) a crack team of teenagers has been equipped with a great dane and boogie van.

The UTA acknowledges that while introduction of new technologies may have made it obsolete for regular use it still has a duty to provide safe cheap travel for both people and cargo, testing will commence on adapting the system for bulk cargo transfer.

A review of the Nether system is also pending, as it may be possible to ship cargo via rail to and from the nether.

A new link may be made between the Taj Moo Hal of Mootopia and the Fort Flaming P
Title: Re: Usamot Transport Authority Update
Post by: Mr. Analog on December 12, 2012, 08:15:24 PM
Beach Station has been mostly repaired, the mechanism will no longer trap you, however there seems to be extra gravity and the carts sometimes overshoot the loading platform and sometimes do not fall correctly into the cart magazine, I'm going to have to take another look later.

I also added switches to make it impossible to be travelling on the wrong direction rail. There is still a long one-way link between Beach and Pine View.