Now the super popular method is taking the contents of all the chests and dividing by the number of chests to get an average amount of ore per chest, then enabling each inserter only if the chest it is pulling from has more in it than the average value. But because the way upstream inserters get priority when depositing ore onto a belt, some inserters empty slower than others and one will always empty the slowest, making the other 11 inserters halt for a bit while the slow inserter catches up, but it never really does.
In my setup, I use the same concept but I chopped it into four zones as mentioned earlier (left and right sides of two blue belts). Also, now I'm comparing the average value of ore in the 3-chest zone with the entire "lane" of each inserter, I mean amount of ore not just remaining in the chest that the inserter is pulling from, but the amount of ore remaining in the chest, *and* in the inserter's hand, *and* on the piece of belt it is depositing onto. This means the other inserters will trigger on as the slowest "lane" starts to deplete when the slowest inserter starts to drop items onto the belt and move out into the rest of the system, and not *only* when the slowest inserter picks up a load from the chest which is the problem with the popular method.
My first version of this, which is no longer posted here, worked great but did not unload evenly when there was any back pressure in the belts. This newer method works assuming one small thing: the two belts are balanced well so that the left and right sides of both belts are used equally. If that is not the case, then the four zones in my unloading solution will get out of balance with eachother over time.
I'm not sure how to keep the elegance and reliability while also keeping my four zones from running ahead of one another.