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They're also unreliable. Getting shot out of the map, down into the void, or clipping something at random and taking massive fall damage.
What we really need, is an overclock feature on the tube entrances. So we don't have to spam I/O sections to gain speed. Something to really give us that break neck speed we're looking for, but in a much more compact form.
Much of the unreliability in hyper tube cannons is related to the chopped up segments for gaining speed.
Multiplayer mode is a completely different beast and I don't know it very well. It wouldn't be a surprise if cannon networks don't work there.
https://www.youtube.com/watch?v=4rMuv-QHg_c
Basically, that third design. I'm trying to create a version of it, but my floors are taller, so the individual segments don't stretch far enough past 4 floors. I could do crazy tube shenanigans, but it just wouldn't look as nice.
Ok, tried this, and it does connect the segments with the support removed, but it also keeps the same angle as it did with the support there, so the clipping that occurs naturally in this design isn't as smooth. It'd work well if I could adjust the angle of the support more precisely. For the time-being, I'd count this as a working, if imperfect, solution.