Re: Belt Designs for ColonelWill
Posted: Fri Jul 31, 2015 12:40 am
I still like my version better - uses two fewer underground belts, looks a little less confusing, and can be built slightly narrower if desired.
Thats the old design of a balanced loading stationVin wrote:Looking through that album Tallinu, is there a reason you use 6 inserters per wagon side instead of 7?
It's also usable before you get substations. And the difference between 6 and 7 is trivial, since you can't adjust a train's stopping time finer than 5 second increments, although it does help empty each full train-load onto the belts 16% faster.OBAMA MCLAMA wrote:Thats the old design of a balanced loading stationVin wrote:Looking through that album Tallinu, is there a reason you use 6 inserters per wagon side instead of 7?
Could you put some of those balancers on wiki?Tallinu wrote:I still like my version better - uses two fewer underground belts, looks a little less confusing, and can be built slightly narrower if desired.
Do these work well in 12.2?Tallinu wrote:I still like my version better - uses two fewer underground belts, looks a little less confusing, and can be built slightly narrower if desired.
Technically, yes. But from what I've heard and seen in-game, corners don't damage item flow anymore.Urbs wrote:Do these work well in 12.2?Tallinu wrote:I still like my version better - uses two fewer underground belts, looks a little less confusing, and can be built slightly narrower if desired.
Piranha wrote:Your Design with PercentageMy Simplified Design with PercentageBut would this not work also with far less materialAlso, I feel like the last one could be improved with underground belts to make it more compact but MS Paint is hard enough already.
And lastly, I would have to guess a design that doesn't have a single percentage over 100 would be the best result because technically anything over 100% is actually just causing a small back log so although you have 100% compression it is a result of backing up the throughput at that specific point to force compression to be full again.. but I guess the corners are losing some compression.. so you do need a bit over 100.. if someone could figure out the exact number you are losing aka the compression percentage after a belt turn then you could tweak the design again to fully optimize the throughput.
If I am missing something here please let me know
I do not work on any of this in-game but enjoy reading these discussions on the forums.
I am relatively new to the game too. But I think the percentages simply are the relative parts which are a product of the 50% / 50% Splitters.TuckJohn wrote:Piranha wrote:Your Design with Percentage[...]
I probably sound like a nube(and feel like one too, even though I have 70+ hours in the bag), but could you explain (or point me at a forum page that will) what those calculations are and how to calculate them? Thanks in advance.